Get halfway through a model and find it's an unworkable mess? Can't add edge loops where you need them? Can't subdivide a mesh properly? If any of this sounds familiar check this course out.
cheers jay
Yeah I was unhappy with the bit around the edges of the mouth - thanks for pointing that out to add, it'll be in the next step
thanks arran, I've checked the nose refs and the outline is right so maybe it's a little bulbous or something - its a little tweaked but needs some more moving
The basis of the beard and hair is now blocked in (even though it looks like a showercap at the mo) ready for a lot more shaping. The hair will probably be modelled like the bust but I'm not sure about the beard yet..
well here's a reworking of the lines around the mouth. I'm a fair bit happier but under the nostrils is still a bit wierd.
here's a shot with an ear that I effectively freeformed after getting the outline in the side profile. It was a really good experiment as it meant feeling my ear as I was modelling instead of looking at it or reference pics. It still needs some work such as being thickened out and being checked against reference shots etc but it'll do for now.
What can I say, but absolutely great going! I like it alot, take your time though, this is one of those occasions that I just like to sit back and let somebody do their thing because I know its going to go well
I was a bit busy over the weekend so its back into it at now, thanks for the comments jay
this hair thing is interesting as I'm not sure how to tackle it. I'm starting by taking the basic top of the head shape and then changing all the lines so that they flow with the hair in the sculpture. Not too sure how crazy it will get but I'll post some updates as it progresses. Maybe a bump map or something will sit on top of the basic flow?
How do you scult the hair jay? I get the impression from your female character that you pick out the characteristic bits and model them but then keep the rest simple?
I try keep it as simple as possible.But there'll be a time when I'll have to bite the bullet. As I dont have Shave yet so I have to settle for the poly cap method for now with trans maps, though you could try and up the res and sculpt it on the head itself. If you can buy Z brush, do, it saved me a load of time painting the texture without seam issues. Again you could do it in that and render out the dis map after in MR.
The same for the beard.
TBH This looks pretty good to do at a glance, as long as you get those uvs spot on you wont havea problem. Also if you go down the fur route use a cap with good uvs, I dont think many people are aware of the uv factor for fur, it makes a big difference.
I recently did my first proper production hair using the fur module in maya. It was a flat top hair-do but I was still pleased with it. But again I still made a cap for easy editing and parented it to the rig in the neck. Also prior to that, I used paintfx with curves, again I was pleased with the result, but that was alot of set up time, more than fur. I nearly did that method for the girl, but I was thinking of render times, I have so much laying ahead of me for Outlaws I have to keep things down to a minimum so I can get it done.
Jay - cheers for the advice. It would be really nice to have a go with ZB for something like this as it would save lots of extra lines and pushing and pulling those verts about. Its on the to-buy list
I also like how you used transparency maps on your current model for where the hair joins the head, very nice to see.
Sculpting the hair is going to be the first try for this model and we'll see how it goes. A long winded way but fingers x'ed it comes out ok. I'd have had a go with Shave as it was great fun doing the Polar Bear fur in one of the other challenges but it expired a long time ago.
You got a screenshot of the flat top at all or is it under company wraps?
Foghorn - thanks, I just wish I'd taken loads more as there were plenty of statues and heads about in the museum in Napoli (Naples)
acid44 - thanks, it keeps getting tweaked about though while I work on the hair so it may change a little more
THX1138 - yep its going to be textured, although I'm still toying about with doing a stone and a realistic one. Might be good to get me looking at sss and learning more about shaders for the latter option.
cool, I'm liking the character and hairdo jay!
very much like a brush top. It'd be fun to rig the hair somehow so it matches his expressions - down when he's down etc
well spotted pbman, I've not been concentrating on the symmetry joins that much at the minute but it should be straightforward to tweak
Here's a pic of the lines I'm building up for the basic geometry of the hair on the head. Lots of lines to add and then start rasing and lowering the various areas to get the effect.
And heres a quick smooth to see how it'll sit overall. The hair is still mirrored at the moment and will change:
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