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Posted

Modeling another character for my project, which is pretty insane given the amount of work I have and so little time. So I may ditch this if it goes nowhere. Which would be a shame as the concept is brilliant...

So, I'm trying to model a head...in a quite stylized manner but as always I have trouble doing the back of the head, neck and jawline. This is my 5th head model so you'd think I would of sussed it by now but no...

I know the topology isn't perfect but is it near acceptable?, for a game character (not too strict about limits...aiming for between 3-5000)?

Be harsh if needed, I never get offended.

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Posted

mh, you should really try sitting down and work on your edgeflow and the overall poly distribution. all throughout your last models the faces have been quite messy and now on this closeup it becomes really clear. it starts on the forehead, that von*ferret mentioned, goes on to the eyes/nose area. You can tell by the smoothing around the nose that the transition is way to harsh. You should really look at some other heads and try to improve on this, cause this will contribute to 300% better models. Cause animating, uvmapping, skinning and whatnot will become much easier. Redirecting edges and stuff will be really helpful.

Posted

Ok, thanks...along with other replies from forums I think I will have another go soon.

I don't want to show the concept until I'm fully confident it will be made, otherwise someone else could try it...and suceed

  • 2 weeks later...
Posted

maybe one of these heads in here can help you improve your edgeflow:

http://boards.polycount.net/showflat.ph ... n=0&page=3

I'd suggest you really study some head model renders in forums like cgchat or cgtalk. This can really help alot. It just doesn't look right, right now ,sry :/ Especially the nose and mouth areas can be improved a lot.

The biggest problem i see, is that you haven't really decided whether you'll go for a complete hipoly head or keep it lowpoly in the end. Because at this point I think the wrinkles you put here and there really giving you a hard time making this into a clean head mesh. I'd add the important features first and get those right. Afterwards you can go all crazy on the wrinkles.

maybe this overpaint helps ? I don't even know if that makes any sense :D

All I can say is that I hate modeling heads. It takes me so long do one and I'm never satisfied with the results. So I was just trying to explain the way how I'm trying to improve on this issue. I really hate modeling heads - wasted so many hours and still quite figured it out. I guess no video tutorial on earth can help you there. It's just practise, practise, practise :o

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Posted

Thanks for honest crit Fabi, I need to get moving onto the body though. Spent more endless hours trying to sort it out, I actually think getting the ear in helped me a bit. I actually think is now...ok...personally I think that I'm not going to learn how to model a great head by tweaking one head model to death...probably have to do a few more of different shapes and sizes etc. The important thing is that this is better than my last attempt.

Really need to finish the body tommorrow -_____-

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edit: actually...may spend a little more time on it...looking at yor drawing I think it could benifit from having 2 extra verticle lines on the forhead to round the top of the head more...

by the way...the whole head is looking to be 1400 tri

Posted

Here is some progress shots, originally I was aiming to make him look really skinny/anorexic but somehow he became quite muscular I will probably use texturing to show rib cage etc...I did start modeling it but its a bit daft modeling rib cage for a gamemodel I think.

Those wrinkles on the head...just not working are they?...should they ALSO be done with texture map?

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Posted

Huge improvement in my opinion. The face is now much more compact, which to me looks far more natural than the previous version that came across as kinda stretched. Torso is looking good too. Its really awesome seeing work like this - whenever I've tried human modelling I feel so daunted, but when you see the poly layout on other people's models it makes it look so easy :) Keep up the good work!

Posted

yup looks much better now. especially with the torso underneath ^^

the wrinkles are not necessary, though. You said you got a 5000ish budget, so you just don't need that. Same goes for these tiny tiny splits on the ripcage. You need to spend your polies a bit better, like instead on those splits you could use these polygons much better on the shoulder area, which is just a simple extrusion right now.

You should have much more rings in this region in order to make animating that easy. Have a look at that model:

http://www.bobotheseal.com/portfolio/Co ... monk01.jpg

You should have at least 3 rings for animation issues, when you workin in such a high polygon range.

You can it on the red concept how the shoulder should wrap around instead of being just a simple straight extrusion. It will not only make your model look better but also make animating a lot easier. With 5000 polygons you need to worry pretty much about the right anatomy or at least get the shapes a more dynamic look..

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