Artwork > Finished Works and Works in Progress
Joan of Arc
cooldude234:
I think I don't like the head because the cheeks and chin are really thin and 'pointy'.
--- Quote from: johnar on August 13, 2013, 08:13:31 am ---they're actually quite red and wet.
--- End quote ---
I can think of a dozen or so really inappropriate jokes on the on the top of my head to go with that XD
Blick Fang:
HI kYLEsAN. Looks Great!
$imon:
Hey KyleSan, good update, there! the edge looping itself looks good now. I think that the shape is still a bit awkward because of her cheeks/chin. You might want to go back and fleshen out the cheekbones a bit (see this image http://www.3dtotal.com/ffa/tutorials/max/joanofarc/images/head/image121.jpeg )
She just looks like she didnt have enough to eat for a while ;)
For the facial hair I wouldn't recommend using a bumpmap. It is not sufficient to give enough detail for an acceptable eyebrow. Either just paint it on, or try to model it. (you can also use Raxx' PHUR plugin http://www.anim8or.com/smf/index.php?topic=4614.0 , but that's a more realistic approach)
dwsel:
--- Quote from: $imon on August 16, 2013, 07:44:48 am ---Hey KyleSan, good update, there! the edge looping itself looks good now. I think that the shape is still a bit awkward because of her cheeks/chin. You might want to go back and fleshen out the cheekbones a bit (see this image http://www.3dtotal.com/ffa/tutorials/max/joanofarc/images/head/image121.jpeg )
--- End quote ---
I agree with $imon on that. I think the cause of the wrong look of her face is not in the eyes but rather than that it's caused by using the front view and side view references very strictly. It's the mistake I do by myself. If you imagine that on top view there's a set of points that need to be connected and you connect them by going on plain arcs or straight lines the face will look a bit flat or lifeless when seen from 3/4 view. On the other way if you connect points with curvatures correct to the required location it will look more natural. Finding 3/4 view reference is very helpful but such references are more rare so eyeballing the curvatures is the way to go.
KyleSan:
Hey guys. Thanks for the CC! Its such a great learning curve. I'm picking up what you guys are putting down, haha. Come to think of it, when the face shape 1st started becoming an issue I went looking at some pictures online and the pictures I chose to reference were obviously the very skinny, photoshopped, super model type woman and that's why I couldn't figure it out.
Rest assured that I am having another look at the head and that I intend to revise it. I must admit however that when making the subtle adjustments I've done so far, I've noticed many flaws in my mesh. I'm at odds with modeling the head from scratch again. Practice makes perfect!
I wouldn't be lying if I said my ultimate goal as an anim8or would eventually be able to make flawless, anatomically accurate models as observed in the Final Fantasy series or similar. To achieve this, practice is essential. The more realistic, the better. You must have a goal or else you'll just wander aimlessly.
I previously tried using the Phur plug in to make her eye lashes and hair. I didn't have much luck however. But I'm sure with more time, I'd get the feel of it and make it work.
I must agree with the bump map however, it doesn't suffice.
I admit though that the learning with transparency maps was a load of fun and the results were very pleasing but once again they have their flaws. They are inexpensive in terms of both rendering and modeling time, however they lack depth, realism and the ability to cast shadows correctly. I realize that they are not ideal for this specific application but I will however revisit them when I do her hair. I've seem some great results using transmaps for hair.
Thanks for the input once again and expect an update!
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