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medium poly male head

Submitted by beatsta on

i was workin on this head for a few days last year and it obviously still needs lots of tweaking, but i thought i wld post it anyway..its only a screengrab and the smoothed mesh is only by one iteration, which is about all my pc will handle at the moment unfortunately !

anywayz, say sumthink if ya want..

i better start painting those textures for the sumea challenge as i only gots the rest of tonight and the morn....back to 12 hour nights of work in a crap, high risk ,low paying job on wendnesday till 4am friday then its a night off then its a fun job high pay for a few hours on saturday night and back to the twelve hours and shite on sunday :(

i took tonight off to do the textures for the challenge so i better make an effort eh!!

heres the link

http://andrewbertram.freeservers.com/manheadwip.htm

Submitted by Pantmonger on Wed, 12/02/03 - 7:42 PM Permalink

That is comming along nicely, It does need tweaking as you said, the main ne I can see in under the nose, looks like the pip of the nose has an overhang.

But Im sure you ill get to the little fixes and it will look great.

Pantmonger

Submitted by Malus on Thu, 13/02/03 - 11:41 AM Permalink

I agree with Pants, its looking pretty good so far, you might want to try looking at making creases and edges for areas such as the eyes, lips and corners of the nose, does a world of difference, not sure how you do it in maya though. And yeah fix the nose.
Keep it up man.

Submitted by beatsta on Thu, 20/02/03 - 5:47 PM Permalink

thanks guys, i wanna keep it up, i just cant find the time at the moment. cheers for the comments...its all very ruff

if only there were more hours in a day, if only there were more days in a week , if only there were more weeks in a year , if only there were more years in a lifetime!

Submitted by beatsta on Thu, 20/02/03 - 5:53 PM Permalink

malus, polys in maya are the same as max, only better as in easier to add polys as you dont have to divide and turn etc, you just add em, in multiple ways (you choose )...at the end if you want to convert to tri, you hit the majic button, convert to tri, or again if you want to go back...convert to quad and bobs your uncle (lame) once you convert to tri you can flip/turn them edges as much as you want :)

Submitted by Malus on Thu, 20/02/03 - 8:53 PM Permalink

Beasta: I know that polygons are the same inmax and maya they just manipulate them differently, you do realise a tri is a polygon right? a quad is 2 polygons. Is it just me or in recent months have people started getting confused about tris and quads?! lol
I was just saying that you might want to add creases etc to the smoothing groups, easy enough in Max, never done it in Maya.

Submitted by adie on Fri, 21/02/03 - 2:53 AM Permalink

looking good so far ... but the bridg of the nose looks a bit skiny and the mouth is just a bit too low this makes the uper lip look too long .The mouth shape looks great though ..and remeber that the nose is nearly ass wide as the mouth(nostrils not the bridg)..And is it going to be a woman or man?? becaus at the moment its looks(too me) like a woman or young boy because the jaw and cheeks are very full and round..these are just some handy hints

Submitted by beatsta on Fri, 21/02/03 - 6:08 PM Permalink

malus: i have no confusion over polygons my freind, two tiangles make a square, duh!, basic trigonometry! actually maybe trigonemtry might be the wrong word. I reckon this much tho, and that is, that its more effecient and takes less time to model in quads and then convert to tris (it might be personal preference, depending on how you taught yourself and it also makes a huge difference if you know what poly count you want or have to work with, or maybe just the quality of software) but when it say comes to doing a low,mid, and hi poly model, i would think that to use quads in the first instance would be the best. For mid and high poly models, to get the best surface, you only want four sided faces ( a few 3 and 5 sided arent going to hurt, depending on where you put them) but quads wld be the best as they will also make the cleanest triangles..... and of course a smoother mesh...which is what we all want :)

adie, huh? " the nose nearly being as wide as a mouth " not on my face, and i hope not on yours :) i think i was taught that the mouth should be at least 2 widths of the nose (as in entire nose) thanks for the tips tho, i was thinkin it was lookin a bit effeminate as well :) i will post the reference images soon when i get a chance to work on him... but i think with more definition to the lips, nose, and eyes it might look differently ( and yeah, the nose is wack) i havn't spent much time on this model, it was the first high ploy head i got into afta doin the joan of arc tute...
as i was studying how the pros where spending thier polys and creating there edge loops, but since then have decided that afta all the study of others theory, you are better off , either reusing your assests ( i havnt tried this) or just modelling from scratch...

once you get the asic shapes with the minimum amount of detail, its much easier to then add the detail... if that makes sense..
what im pondering over at the moment is whether or not to use dodge, burn, and blurr (or smudge/sponge) or shades of colour or greyscale and tints and overlays etc.... oh the joys of having a graphics tablet again and oh the woe of havin f**k all time.... [;)]

Submitted by Doord on Sat, 22/02/03 - 10:30 PM Permalink

the nose and mouth arae need a lot of fixing. Try useing some ref art or something. But it is a nice start and you have the base there, just need to play with it a bit.

Submitted by adie on Mon, 24/02/03 - 9:31 PM Permalink

""adie, huh? " the nose nearly being as wide as a mouth " not on my face, and i hope not on yours :) i think i was taught that the mouth should be at least 2 widths of the nose (as in entire nose) thanks for the tips ""

the mouth is as wide as the nose is long, if it were 2 it would be way 2 long but the nose is hardly ever properly in proportion so is easyer to say is almost as wide as the mouth unless they have a small looking nose[http://homepages.ihug.com.au/~pigsnogl/images/stefan_rademakers_front2…] ..and u can use the color of the eye for a guide for were the mouth gose too..[http://homepages.ihug.com.au/~pigsnogl/images/stefan_rademakers_front.j…]

hope this clears it up for u [B)]

Submitted by Malus on Mon, 24/02/03 - 9:46 PM Permalink

Beasta: Your telling me stuff I already now man. I use quads alot when modelling in max, and then convert to tris also, but if you want smooth more effiecient use of triangles for modelling organic things, geodesic modelling is by far better, less uv stretching and smoother for muscle definition.
Don't know how you got to this when I was originally just saying that you might want to add creases to define ares using smoothing groups etc.
People need to read these posts more before getting all defensive.
I wasn't flaming you just your original post after mine read like you didn't understand what I was on about.

Dean Ferguson - 3D/2D Artist

http://www.inkmancomic.com/dean/portfolio/index.html

Submitted by Malus on Mon, 24/02/03 - 10:09 PM Permalink

Adie: Beastas right about the nose thing. your nose is the width of an eye and your mouth is around twice that, the corners of your mouth usually line up with the centre of each eye, but you said that i guess.
the distance between the nose and upper lip is actaully around the same height as the eye.
It does look boyish though because it is fuller and has little muscular definition.

Dean Ferguson - 3D/2D Artist

http://www.inkmancomic.com/dean/portfolio/index.html

Submitted by Malus on Wed, 26/02/03 - 10:15 AM Permalink

Nice sculptures, Adie. I was recently in europe, and sculpting has to be one of the most demanding and beautiful of artforms, I got to see Michelangelo's David and some of his unfinished works, amazing stuff. Wasn't directing the proportions directly as an attack on your ability by the way, just backing up what I said.

Dean Ferguson - 3D/2D Artist

http://www.inkmancomic.com/dean/portfolio/index.html

Submitted by adie on Thu, 27/02/03 - 3:25 AM Permalink

Is cool wasnt taking it as an attack just letting u know my skills
Man i would love to go u Europe one day and see all the crazy sculptures and buildings and carve some Carrara marble..but thats just a pipe dreem till I get me a good job :(

Submitted by Malus on Thu, 27/02/03 - 6:35 AM Permalink

I wanted to go to europe before I got into the games industry, that way I got it out of my system and can concentrate on a career.
Europes great though, you only need the plane ticket and about 1500 bucks, I got a job in like 30 minutes over there, bar/waiting work is so easy lol.

Dean Ferguson - 3D/2D Artist

http://www.inkmancomic.com/dean/portfolio/index.html

Posted by beatsta on

i was workin on this head for a few days last year and it obviously still needs lots of tweaking, but i thought i wld post it anyway..its only a screengrab and the smoothed mesh is only by one iteration, which is about all my pc will handle at the moment unfortunately !

anywayz, say sumthink if ya want..

i better start painting those textures for the sumea challenge as i only gots the rest of tonight and the morn....back to 12 hour nights of work in a crap, high risk ,low paying job on wendnesday till 4am friday then its a night off then its a fun job high pay for a few hours on saturday night and back to the twelve hours and shite on sunday :(

i took tonight off to do the textures for the challenge so i better make an effort eh!!

heres the link

http://andrewbertram.freeservers.com/manheadwip.htm


Submitted by Pantmonger on Wed, 12/02/03 - 7:42 PM Permalink

That is comming along nicely, It does need tweaking as you said, the main ne I can see in under the nose, looks like the pip of the nose has an overhang.

But Im sure you ill get to the little fixes and it will look great.

Pantmonger

Submitted by Malus on Thu, 13/02/03 - 11:41 AM Permalink

I agree with Pants, its looking pretty good so far, you might want to try looking at making creases and edges for areas such as the eyes, lips and corners of the nose, does a world of difference, not sure how you do it in maya though. And yeah fix the nose.
Keep it up man.

Submitted by beatsta on Thu, 20/02/03 - 5:47 PM Permalink

thanks guys, i wanna keep it up, i just cant find the time at the moment. cheers for the comments...its all very ruff

if only there were more hours in a day, if only there were more days in a week , if only there were more weeks in a year , if only there were more years in a lifetime!

Submitted by beatsta on Thu, 20/02/03 - 5:53 PM Permalink

malus, polys in maya are the same as max, only better as in easier to add polys as you dont have to divide and turn etc, you just add em, in multiple ways (you choose )...at the end if you want to convert to tri, you hit the majic button, convert to tri, or again if you want to go back...convert to quad and bobs your uncle (lame) once you convert to tri you can flip/turn them edges as much as you want :)

Submitted by Malus on Thu, 20/02/03 - 8:53 PM Permalink

Beasta: I know that polygons are the same inmax and maya they just manipulate them differently, you do realise a tri is a polygon right? a quad is 2 polygons. Is it just me or in recent months have people started getting confused about tris and quads?! lol
I was just saying that you might want to add creases etc to the smoothing groups, easy enough in Max, never done it in Maya.

Submitted by adie on Fri, 21/02/03 - 2:53 AM Permalink

looking good so far ... but the bridg of the nose looks a bit skiny and the mouth is just a bit too low this makes the uper lip look too long .The mouth shape looks great though ..and remeber that the nose is nearly ass wide as the mouth(nostrils not the bridg)..And is it going to be a woman or man?? becaus at the moment its looks(too me) like a woman or young boy because the jaw and cheeks are very full and round..these are just some handy hints

Submitted by beatsta on Fri, 21/02/03 - 6:08 PM Permalink

malus: i have no confusion over polygons my freind, two tiangles make a square, duh!, basic trigonometry! actually maybe trigonemtry might be the wrong word. I reckon this much tho, and that is, that its more effecient and takes less time to model in quads and then convert to tris (it might be personal preference, depending on how you taught yourself and it also makes a huge difference if you know what poly count you want or have to work with, or maybe just the quality of software) but when it say comes to doing a low,mid, and hi poly model, i would think that to use quads in the first instance would be the best. For mid and high poly models, to get the best surface, you only want four sided faces ( a few 3 and 5 sided arent going to hurt, depending on where you put them) but quads wld be the best as they will also make the cleanest triangles..... and of course a smoother mesh...which is what we all want :)

adie, huh? " the nose nearly being as wide as a mouth " not on my face, and i hope not on yours :) i think i was taught that the mouth should be at least 2 widths of the nose (as in entire nose) thanks for the tips tho, i was thinkin it was lookin a bit effeminate as well :) i will post the reference images soon when i get a chance to work on him... but i think with more definition to the lips, nose, and eyes it might look differently ( and yeah, the nose is wack) i havn't spent much time on this model, it was the first high ploy head i got into afta doin the joan of arc tute...
as i was studying how the pros where spending thier polys and creating there edge loops, but since then have decided that afta all the study of others theory, you are better off , either reusing your assests ( i havnt tried this) or just modelling from scratch...

once you get the asic shapes with the minimum amount of detail, its much easier to then add the detail... if that makes sense..
what im pondering over at the moment is whether or not to use dodge, burn, and blurr (or smudge/sponge) or shades of colour or greyscale and tints and overlays etc.... oh the joys of having a graphics tablet again and oh the woe of havin f**k all time.... [;)]

Submitted by Doord on Sat, 22/02/03 - 10:30 PM Permalink

the nose and mouth arae need a lot of fixing. Try useing some ref art or something. But it is a nice start and you have the base there, just need to play with it a bit.

Submitted by adie on Mon, 24/02/03 - 9:31 PM Permalink

""adie, huh? " the nose nearly being as wide as a mouth " not on my face, and i hope not on yours :) i think i was taught that the mouth should be at least 2 widths of the nose (as in entire nose) thanks for the tips ""

the mouth is as wide as the nose is long, if it were 2 it would be way 2 long but the nose is hardly ever properly in proportion so is easyer to say is almost as wide as the mouth unless they have a small looking nose[http://homepages.ihug.com.au/~pigsnogl/images/stefan_rademakers_front2…] ..and u can use the color of the eye for a guide for were the mouth gose too..[http://homepages.ihug.com.au/~pigsnogl/images/stefan_rademakers_front.j…]

hope this clears it up for u [B)]

Submitted by Malus on Mon, 24/02/03 - 9:46 PM Permalink

Beasta: Your telling me stuff I already now man. I use quads alot when modelling in max, and then convert to tris also, but if you want smooth more effiecient use of triangles for modelling organic things, geodesic modelling is by far better, less uv stretching and smoother for muscle definition.
Don't know how you got to this when I was originally just saying that you might want to add creases to define ares using smoothing groups etc.
People need to read these posts more before getting all defensive.
I wasn't flaming you just your original post after mine read like you didn't understand what I was on about.

Dean Ferguson - 3D/2D Artist

http://www.inkmancomic.com/dean/portfolio/index.html

Submitted by Malus on Mon, 24/02/03 - 10:09 PM Permalink

Adie: Beastas right about the nose thing. your nose is the width of an eye and your mouth is around twice that, the corners of your mouth usually line up with the centre of each eye, but you said that i guess.
the distance between the nose and upper lip is actaully around the same height as the eye.
It does look boyish though because it is fuller and has little muscular definition.

Dean Ferguson - 3D/2D Artist

http://www.inkmancomic.com/dean/portfolio/index.html

Submitted by Malus on Wed, 26/02/03 - 10:15 AM Permalink

Nice sculptures, Adie. I was recently in europe, and sculpting has to be one of the most demanding and beautiful of artforms, I got to see Michelangelo's David and some of his unfinished works, amazing stuff. Wasn't directing the proportions directly as an attack on your ability by the way, just backing up what I said.

Dean Ferguson - 3D/2D Artist

http://www.inkmancomic.com/dean/portfolio/index.html

Submitted by adie on Thu, 27/02/03 - 3:25 AM Permalink

Is cool wasnt taking it as an attack just letting u know my skills
Man i would love to go u Europe one day and see all the crazy sculptures and buildings and carve some Carrara marble..but thats just a pipe dreem till I get me a good job :(

Submitted by Malus on Thu, 27/02/03 - 6:35 AM Permalink

I wanted to go to europe before I got into the games industry, that way I got it out of my system and can concentrate on a career.
Europes great though, you only need the plane ticket and about 1500 bucks, I got a job in like 30 minutes over there, bar/waiting work is so easy lol.

Dean Ferguson - 3D/2D Artist

http://www.inkmancomic.com/dean/portfolio/index.html