Heres a head mesh I am working on at the moment [img]/infopop/emoticons/icon_smile.gif[/img] ...ya the ears suck,I know [img]/infopop/emoticons/icon_biggrin.gif[/img] ...still tweaks to add yet.
Stu.
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Heres a head mesh I am working on at the moment [img]/infopop/emoticons/icon_smile.gif[/img] ...ya the ears suck,I know [img]/infopop/emoticons/icon_biggrin.gif[/img] ...still tweaks to add yet.
Stu.
Heres a head mesh I am working on at the moment [img]/infopop/emoticons/icon_smile.gif[/img] ...ya the ears suck,I know [img]/infopop/emoticons/icon_biggrin.gif[/img] ...still tweaks to add yet.
Stu.
hey hey, right on Stu... [cheers] this is one fine worx in the worx here... I like the eye area... do you have a mesh you can show us?
good to see you cruising along here... which tut/method did you use?
good on ya... [img]/infopop/emoticons/icon_biggrin.gif[/img]
Thanks Gidge [img]/infopop/emoticons/icon_biggrin.gif[/img]
Its actually an old mesh from way back,a head attempt actually,so I decided to see if I could fix it....hmmmm,what a job its almost all new polygons and I am sure every point is in a differet place as well [img]/infopop/emoticons/icon_smile.gif[/img] So I guess my method was poly by poly and just using ref material of photos etc as I go along.
A wire ok I can do that...keep in mind though the mesh is not retty in some areas as I had to cut in new polys and work with the base of what I already had.What a challenge [img]/infopop/emoticons/icon_biggrin.gif[/img]
Stu.
hey nice head Stu.
Ears ain't so bad... the corners just need to be 'softened' a bit is all.
Good job though overall man. http://boards.infopop.net/infopop/icons1/icon14.gif
Hey Stu!
Nice head model. Looks like you are progressing far faster than I.
It's coming along great, Stu!!! [img]/infopop/emoticons/icon_biggrin.gif[/img] [img]/infopop/emoticons/icon_biggrin.gif[/img] [img]/infopop/emoticons/icon_biggrin.gif[/img]
---Maya [img]/infopop/emoticons/icon_wink.gif[/img]
Thanks guys [img]/infopop/emoticons/icon_biggrin.gif[/img]
Mark cheers.... ya not so bad from the front bud,but from the side...ooooh mummy [img]/infopop/emoticons/icon_rolleyes.gif[/img]
Just keep at it Randy [img]/infopop/emoticons/icon_smile.gif[/img]
Maya thanks [img]/infopop/emoticons/icon_biggrin.gif[/img]
Stu.
Heres the wire,well a screen shot to be exact.The mesh is still in a mirror object so far.
Radiates a lot of strength. Good work. As usual.
Nice one Stu...Looking good.
Yeah, I know what ya mean about the mesh, when you go to add local detail it gets to be a mess. Concentrate on edge loops (yeah right, like I'm any good at it [img]/infopop/emoticons/icon_biggrin.gif[/img] ), and you'll be all right.
As always, nice to see you around Stu.
Brett
Thanks Brett [img]/infopop/emoticons/icon_biggrin.gif[/img]
Ya because of my older methods I keep coming to where I want more detail and there are not enough points,so cut all the way around the polys and fix up the closest one,then you have a million and one little lines cruising around the joint to spread out because of the detail you have to add...hahahahaaa [img]/infopop/emoticons/icon_biggrin.gif[/img]
Stu.
It looks great especially knowing how hard it is to model a human head. Well done! [img]/infopop/emoticons/icon_wink.gif[/img]
Thanks G.
Sorry Erik I didnt see your reply in there before [img]/infopop/emoticons/icon_smile.gif[/img] ...thanks also.
Stu.
More tweaking [img]/infopop/emoticons/icon_smile.gif[/img] ,ears still suck I know,yes I am avoiding modelling the ears,modelling ears sucks [img]/infopop/emoticons/icon_biggrin.gif[/img] ...hahahaa.
Stu.
Heres an update update of the update http://www.talkgraphics.com/images/smilies/smile.gif
Ears dont suck {new ears},eyes suck,but these are temps.
Stu.
Hey this looks real good Stu... uh... are you modeling you? going by the chin here... http://www.talkgraphics.com/images/smilies/smile.gif
Thanks Gidge http://www.talkgraphics.com/images/smilies/biggrin.gif
Modelling me,hmmm not on purpose.I think he looks kinda constipated,so I will have to do some un constpation type look tweaks http://www.talkgraphics.com/images/smilies/biggrin.gif
I still have a fair bit to do yet,I set myself a challenge to fix up an old mesh and see if I can make it look realistic.I am getting a lot quicker at heads and am enjoying the learning curve http://www.talkgraphics.com/images/smilies/smile.gif ,even if most of the old polys have been cut out and replaced..hahahaa.
Stu.
Hi Stu,
The most recent update is excellent. I admire your skill. Tweaking the mesh must be very tedious work.
Soquili
Thanks Soquili http://www.talkgraphics.com/images/smilies/biggrin.gif
Ya really tedious,tax return type tedious http://www.talkgraphics.com/images/smilies/smile.gif
Stu.
Looking good Stu. Your hard work is paying off!
Thanks bud http://www.talkgraphics.com/images/smilies/biggrin.gif
The hard part I am finding is constantly changing views,modelling a bit more,then changing back again,examining photos etc etc,but I want to understand the process as opposed to learning a tute,so that I can find what works for me http://www.talkgraphics.com/images/smilies/smile.gif
Stu.
Hey it's coming along great Stu, good stuff man. http://boards.infopop.net/infopop/icons1/icon14.gif
I might like to suggest you thin the neck out a little, but that might just be MY perspective. http://www.talkgraphics.com/images/smilies/cool.gif
Helf of rendering 3D data to a 2D file as the marvelous ones you've posted, is "completing the picture" You might have less distance to travel with the 3D head if you LIT the model!
Lighting is just as "real" as 3D mesh, camera andgle, atmosphere, and so on.
Just an opinion.
My Best,
Gare
Thanks guys http://www.talkgraphics.com/images/smilies/biggrin.gif
Ya I have a high spec blue material on the head for checking angles etc Gary,its still very much a wip at this stage with it also being in a symmetry object.I will add a lighting rig when I get front and side angles cleaned up,and also the mesh http://www.talkgraphics.com/images/smilies/smile.gif
I havent really started modelling on the neck yet Mark,but I see what you mean there.
Stu.