Author Topic: here is your head sir.  (Read 1482 times)

dying_inside

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here is your head sir.
« on: June 18, 2005, 03:52:08 pm »
i have been kinda busy over a few months.  so i forgot about the moddling .  recently i went back to  the wings 3d forums and was inspired. i also remebered a head i had made  a couple of months or so ago.  

i have a human head and  something that looks slightly monstrouse.
here you go

http://img118.echo.cx/my.php?image=picture35tf.jpgmonster head
http://img118.echo.cx/my.php?image=newheadupdated4km.jpghuman head
http://img118.echo.cx/my.php?image=headupdated20vm.jpghuman head
http://img118.echo.cx/my.php?image=alienhead6xr.jpgmonster head

comments. feed back please.

Cyl

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« Reply #1 on: June 18, 2005, 03:59:31 pm »
Well I would advice you to try and use nurbs for face modelling.
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Skizzik

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« Reply #2 on: June 18, 2005, 04:01:08 pm »
The eyes are way too high, the nose is too long. The eyes should be halfway between the top and bottom of the head. Don\'t know the position of the rest of the stuff (google ;)).
Also, where the eyes are, it looks like.. err.. scar tissue? You should clean that up a bit more. Also, define the ears and nose more, they look like weird lumps now instead of a nose and ears.

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dying_inside

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« Reply #3 on: June 18, 2005, 04:08:21 pm »
Quote
Originally posted by Cyl
Well I would advice you to try and use nurbs for face modelling.
explain to a newbie moddeler what nurbs are . pretty please ?

ArcaneFalcon

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« Reply #4 on: June 18, 2005, 07:48:55 pm »
Nurbs models are based on math rather than polygons (like vector graphics, but 3d).  The problem with nurbs is that graphics cards aren\'t built to render it, so everything must be polygonized.  For high-poly models this is ok, but for low poly ones you might get less than desired results.  If my model is going to be low poly I prefer to simply box model it.  Wings can\'t do nurbs so you probably don\'t even need to worry about it.

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« Last Edit: June 18, 2005, 07:49:40 pm by ArcaneFalcon »

rosmerelmer

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« Reply #5 on: June 18, 2005, 07:49:52 pm »
NURBS are curves, steered by a few vertices, after a few months u should have heared from them.. (i did every tutorial there was)
also, for the head, use a background image. never tried a head myself but background image would help a lot!

and cyl: you don\'t have to use nurbs, on the blender forums, a lot of(all) people just use subsurf for heads and organic shapes, because its much easier to edit and make more details
« Last Edit: June 18, 2005, 07:50:26 pm by rosmerelmer »

if you have really cool photoshop tutorials don\'t be afraid to pm me!

Cyl

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« Reply #6 on: June 18, 2005, 09:17:30 pm »
Quote
Originally posted by rosmerelmer
and cyl: you don\'t have to use nurbs, on the blender forums, a lot of(all) people just use subsurf for heads and organic shapes, because its much easier to edit and make more details


I did not say that you have to use NURBS, but I found it much easier to do something orgainc with them, (the dolphin :wub: ) and I have to say that it is fun to mess with them. Of course subsurfing does the job, as cube modelling does,  as vertex per vertex modelling does, etc. but in my humble opinion NURBS are very good to start with, and get a feeling for proportions and so.

:rolleyes: I am a newbye myself though (at least to blender)

btw. somehow the human headmodel looks more like a relief than a modell, I guess that you made a sphere and started moving the vertices into the mesh normally?

and once again btw. I would try to use blender for organic modelling, I do not know if it is me or if wings truly is not made for it(hmm within one hour in blender I was able to do things I wasn\'t when I used wings for about three months).
« Last Edit: June 18, 2005, 09:19:23 pm by Cyl »
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dying_inside

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« Reply #7 on: June 19, 2005, 12:27:28 am »
Quote
Originally posted by Cyl
Quote
Originally posted by rosmerelmer
and cyl: you don\'t have to use nurbs, on the blender forums, a lot of(all) people just use subsurf for heads and organic shapes, because its much easier to edit and make more details


I did not say that you have to use NURBS, but I found it much easier to do something orgainc with them, (the dolphin :wub: ) and I have to say that it is fun to mess with them. Of course subsurfing does the job, as cube modelling does,  as vertex per vertex modelling does, etc. but in my humble opinion NURBS are very good to start with, and get a feeling for proportions and so.

:rolleyes: I am a newbye myself though (at least to blender)

btw. somehow the human headmodel looks more like a relief than a modell, I guess that you made a sphere and started moving the vertices into the mesh normally?

and once again btw. I would try to use blender for organic modelling, I do not know if it is me or if wings truly is not made for it(hmm within one hour in blender I was able to do things I wasn\'t when I used wings for about three months).


yeah . i tried blender but i dont like it much . the interface is weird and  the whole thing is kist kinda tricky .  i prefer wings but  each to hi own. i have gone and lowered the eyes and  shotened the nose and made it wider and more noticable.   bare in mind that it was my first try.  so cant expect it too look great lol.

rosmerelmer

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« Reply #8 on: June 24, 2005, 06:52:56 pm »
i started a head a while ago, and it\'s pretty hard.
i dont know if you have that in wings but without the loop cut (k) its almost impossible to model quickly, and if you want to model a head the most used method is make a cube, subdiv-smooth, allign to background image, make loop cuts, extrude the neck, make a nose, then mouth, and then stich the halves together.

if you have really cool photoshop tutorials don\'t be afraid to pm me!

Crash

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« Reply #9 on: June 26, 2005, 05:24:18 pm »
those are heads? Well i cant criticize too much, my heads arnt so great either. Btw if you ever make a horror game or movie use the monster head, that thing scared me, im serious, no joke.

Nightrogue

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« Reply #10 on: June 26, 2005, 06:29:05 pm »
If this is your first try at modelling, I would definitely not recommend modelling humanoid heads. There is nothing, and I mean NOTHING that the human brain is better at picking up discrepancies with. Just think how many thousands of faces you are capable of recognizing. That combined with the simple fact that the human head is an extremely complex object makes it one of the biggest challenges a 3d artist can face. I have been doing 3d models for about two years, and i have yet to make a human head look particularly realistic. My advice to you is to start small, with things that use simple shapes, eg hand tools or boulders, or things that dont require much adherance to real life conventions. While this might not be as exciting or rewarding, it does teach you the skills you need to model more complex objects, such as plants or monsters and maybe eventually even humans. To be brutally honest, I have difficuly recognizing the human head as such, and im not sure where the eyes of the monster head start and the mouth begins. The latter problem could be fixed by some basic texturing if you feel youre up to it, or if you want you can email the model to me at Myomerhead@hotmail.com and I will texture it for you myself. Please understand that it is not bad for a first attempt, but then your first attempt probably should not be something so difficult in the first place. But anyway, keep up the good work, and who knows, you might end up becoming one of the best. ;)

[EDIT] if you want to send me the model, .3ds format would be best, though I can make do with any standard 3d file formats if necessary.
« Last Edit: June 26, 2005, 06:37:20 pm by Nightrogue »

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