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Kindred 24-03-2003 07:54 PM

Yip, it's another WIP
 
1 Attachment(s)
I don't know if the same crowd that populate Newtek's board also hang around here, so at the risk of sounding like a broken record, here's a male head I'm working on. I am using a set of images from www.fineart.sk as my reference.

3rd head modeling attempt, 1st success, splines and nurbs.

There are some G2 glitches I have run into. It seems Area lights cause what I can only describe as an "oil slick" on the right side of the face. It disappears if I change the Area light to anything else. :confused:

Modeling is complete, except for the inner mouth, but for now my focus will be on texturing.

Fire away

Kindred 24-03-2003 07:58 PM

1 Attachment(s)
A Wireframe ... wireframe requests are quite common, so I thought I'd beat you all to it :)

I should probaly add that this wireframe was done before I modified the mesh a little, mainly the height of the forehead and crown. It still seems a bit high in the front view, but I hope that will disappear when I add the hair.

quaoar 24-03-2003 08:06 PM

Now that looks awesome, I love the eyes... the overall mesh is so clean.

26-03-2003 06:33 PM

looks great mate! he is kinda like the guy from the game hitman

nice and clean mate! well done

Kindred 26-03-2003 06:58 PM

1 Attachment(s)
Hey, thanks Kev, I really appreciate it.

Yeah, I guess you're right, he does look a little like him (did he ever have a name?)

Here's a medley of OpenGL screenshots, to give a better sense of how the head looks at different angles.

Take care

Nigel

26-03-2003 08:16 PM

awesome mate..tell us a bit about it.. how long did it take, techniques etc (if you have time)

oh and btw his name was simply "47"

codename 47 :) great game to!

Kindred 26-03-2003 10:55 PM

Hey :)

Well, I started out by searching for "non-generic" looking subject material. I found this at www.fineart.sk, there I found some guy's front, and profile (http://www.fineart.sk/heads3.htm , scroll down until you see two images credited to "Yossi Jimmy")

Splines were my choice of modeling tools. Very flexible, and quick, especially when it comes to laying down edgeloops. I used an image from the net showing the edgeloops within the face as my guide, since I REALLY had no clue about facial structure. It's worth noting that I only splined half the face, patched them, and mirrored them to get the complete face. The cage was built as a "zero resolution mesh" ... basically, the spline cage looks almost exactly like the wireframe image above, except without the poly's. I guess it's a silly way to spline a head, but it worked for me, as I already stated, this is my first successful head.

It took about three days to completely spline the face, and a further two days to do some poly to poly construction, mainly the eyes, mouth and nostril areas. Of course, this was not a sustained 5 day project, I did some other stuff in between :)

C'ya

Nigel

27-03-2003 08:59 AM

very cool mate!!! thx a lot for all the info - I like to see what people go through to get there models done :)

makes me feel not so alone :D

27-03-2003 09:03 AM

alos mate, the skin shader... did you find it somewhere of did you make up your own?

TIE Pilot 27-03-2003 03:22 PM

WOW! Very nice! He looks so intense! I like the way the eyes are sunk in so much from the bridge of the nose!:cool:

Kindred 27-03-2003 06:01 PM

hey :)

thanks guys.

Kevin, it's the G2 skin shader that comes with a demo scene. I'm torn between G2, and the glitches I've got now, and pursuing my own skin surfacing .. which would probably be more difficult. I'm working on some texturing solutions now, but I'm having great difficulties getting a decent looking UV map. Any suggestions/tutorials you can offer?

TIE Pilot, thanks buddy, I'm glad you said that, because some people have hinted that the eyes are too deep :)

C'ya

Nigel

Kindred 28-03-2003 08:46 PM

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ugh, UV's are a real pain in the butt. I'm getting nowhere fast, and there are "no U-Turn" signs all around me :)

Are there any tutorials available that deal specifically with unwrapping a head? I have very little experience in this department, but REALLY want to start texturing my head.
I've attached what I managed to get out of LW .. but I'm not happy. The polygons at the top of the head are all screwy, and the ones on the left have no corresponding points, so I cannot move them. I managed to fix the bottom area at least, that was just one big polygonal mess.

If there are no tutes, are there any seasoned texture guru's that would be willing to give me a few pointers?

Thanks,

Nigel

Flynheli 29-03-2003 07:42 PM

I don't know if any one has noticed, but the top of your model's head looks a little tall. or mabey his head is just to thin. hope this helps

Kindred 29-03-2003 09:45 PM

1 Attachment(s)
Actually I have heard a few comments about the size of the head.

Here's an overlay. Looking at the front view, the area above the ear does come out much more than my model does, but I think that "thickness" is actually hair and not skull.

I've actually reduced the head's height considerably, right now it's lower than my references.

Any suggestions?

thanks :)

Flynheli 29-03-2003 11:26 PM

Well it alot closer than it looks. Question where did you get the photo reference, and is there more?


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