Forum Moderators: TheBryster
Bryce F.A.Q (Last Updated: 2024 Nov 26 4:28 pm)
Not bad. At least it resembles a head. Better than some people when they first try this kind of stuff. Almost looks like it was done with metaballs or sculpted in Z-brush.
Your friendly neighborhood Wings3D nut.
Also feel free to browse my freebies at ShareCG.
There might be something worth downloading.
Tools : 3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender
v2.74
System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB
GPU.
Ever since I went through my first tutorial on the subject, I box model my characters without reference. I tried spline modeling over a photo reference and got all screwed up rather quickly. Somehow I ended up with tri faces all over the mesh and had to scrap it.
Tools : 3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender
v2.74
System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB
GPU.
well thats why its called mesh right great head for the first try though.
for
some free stuff i made
and
for almost daily fotos
Attached Link: Human modelling tutorial
Ears are tough... luckily my only organic critter models have never had ears ;) My human/eyeball/organic modelling got helped a bit from looking at that link above... or you could try this one... http://cal.jmu.edu/ratner/tutorials/Dreams are just nightmares on prozac...
Digital
WasteLanD
lol, those tuts make it look so easy.. Oh just pull a few points here, extrude a poly there. Bam box modeled human in no time. Anyone care to point out the spline method too, I'm just curious. Going to try to model something else tonight, not sure what it will be, probably another head though. I think that in all actuality.. a realistic human face is one of the hardest things to model.. mainly because we see so many of them every day and use them as a main source of recognition. Next time I'll try using a reference image.. although I've never really done that before or had a whole lot of use for it..
Attached Link: spline modelling
I've never tried spline modelling - have enough issues with pulling a few points here, extruding a few polys there lol. That (link) is the best tut I found way back in the past that describes spline modelling in easy and really simple terms for me (it's probably not the most detailed/complex tut out there).Gotta agree - I think modelling humans to be realisitc, as opposed to caricatures, is the hardest of the modelling, simply because human faces are so familiar to everyone.
EDIT - though on the other hand, yesterday I had my first attempt at playing with a TA dome for lighting... it may be finished rendering sometime later today....
Message edited on: 08/30/2004 21:16
Dreams are just nightmares on prozac...
Digital
WasteLanD
Looks like he had a head-start on Drac.....
Available on Amazon for the Kindle E-Reader
All the Woes of a World by Jonathan Icknield aka The Bryster
And in my final hours - I would cling rather to the tattooed hand of kindness - than the unblemished hand of hate...
Attached Link: Character Process
I stake my life by this guys methods,give it a try.Trust me.I eat babies.
Also, i would suggest starting with low poly numbers while making the overall(and initial) shape of the head.This way,the shape is right from the start,and when you go to an area(like the nose for example)it is already right in shape.you simply add detail and further define the planes of the face.It goes quite fast.
I eat babies.
I added some eye detail to the model, and put an eyeball in to test it out. Next is the nose.
I don't know if I'll make this male or female yet (I'll decide when it comes time for the lips and detailing the jaw area), but it's going to be more stylistic than realistic I think.
BTW: Twisted, I like that cylinder technique!
;-)
Message edited on: 08/31/2004 03:08
Tools : 3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender
v2.74
System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB
GPU.
Thanks for the links guys - while we're on it check out the tutorial at the link below.
This is not my "second childhood". I'm not finished with the first one yet.
Time flies like an arrow; fruit flies like a banana.
"I'd like to die peacefully in my sleep like my grandfather....not screaming in terror like the passengers on his bus." - Jack Handy
Attached Link: My first (and only) face model
I did a sort of half-baked spline modelling technique for my first (actually, ONLY) "head" model, based on a tutorial I read long ago in an old 3D World issue (they made the head of a Native American character). Essentially, you use reference sketches as templates, like in the spline modelling link that Flak provided, but instead of extruding the spline (is that what the dotted line is called?), I just made a bunch of splines and connected the dots. In other words, I did it the hard way -- creating the individual polygons in Amapi and then welding them together. Sheesh! It's no wonder I haven't tried modelling another head since.Pog: Really terrific. I tried some work in clay years ago, but I might as well have been a 5 year old with a can of PlayDoh. (envy)
This is not my "second childhood". I'm not finished with the first one yet.
Time flies like an arrow; fruit flies like a banana.
"I'd like to die peacefully in my sleep like my grandfather....not screaming in terror like the passengers on his bus." - Jack Handy
Attached Link: http://arcana.daz3d.com/index.php?id=821
rotfl!! that would be kick-ass, but I don't think they make scanners that big... I keep intending to follow the attached tutorial, though, looks like it might be an easy way to go. Also, it could be exported to other 3d programs.This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.