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/3/ - 3DCG


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File: 361 KB, 1254x696, facemodel.png [View same] [iqdb] [saucenao] [google]
389078 No.389078[DELETED]  [Reply] [Original]

Hey /3/, I need you guys' help on face modeling. Read some thread here about edge loops which was really useful but it still looks pretty shitty and I have no idea how to continue from here on without screwing it up.
>Give me your tips.

>> No.389083

(s)kill yourself

>> No.389085

I've been doing 3D for a year now so I'm still a beginner, it's just I find faces and organic stuff so incredibly much harder than other modeling, hence it looking so extremely shitty, that I decided to ask for guidance here.

>> No.389092

how hard is it honestly to google face topology?
you would have got your answer. saved yourself modeling a stupid face, wrongly.
and not wasted thread looking like idiot.

>> No.389095

Get a copy of zbrush or 3d-coat and starting with a sphere and sculpt heads; that is a far easier way to learn face modeling compared to how you are attempting it now.

Give yourself one hour to speed sculpt a head and focus on getting proportions as close as you can in that one hour time frame. After that wait a few hours or a day and go back and look at what you have sculpted and see what sticks out to you as the most wrong and figure out why it is off. Repeat this 25-50 times and then rather than focusing on proportions start to focus on the features under the skin, bones, muscles, and fat; and learn how to accurately represent these. Once you have that under control start to focus on normal human variation and variation based on ethnicity. Once more let me repeat, give yourself one hour to speed sculpt with these goals in mind, this will help you avoid nit-picking and lollygagging on sub-par attempts. Just sculpt a shitty head followed by a slightly less shitty head, so on and so forth until one day you notice that things are starting to look somewhat realistic. Once you hit that point, and only then, should you give yourself permission to spend 4-16 hours on a head sculpt.

>> No.389122

>>389085

>about a year

>> No.389126

>>389095

One thing that I've found to be helpful is to look at pictures of a skull. Even if you don't know all the parts, knowing what's under the skin will help understand why the head is shaped the way it is.

>> No.389173
File: 335 KB, 1047x642, facemodel2.png [View same] [iqdb] [saucenao] [google]
389173

>>389092
I have, and I can see where my models are wrong, I just don't know how to make it correct yet.

>>389095
I will

>>389126
Have done that with the model in this post.

>> No.389182

>>389173
>>I can see where my models are wrong, I just don't know how to make it correct yet.

then model it again from scratch correctly instead of trying to polish a turd

>> No.389183
File: 240 KB, 1360x928, 2013-10-22_22h18_40.png [View same] [iqdb] [saucenao] [google]
389183

my first hoomin
rate me pls

>> No.389208

>>389183
kill yourself/10

>>389078
go to polycount and never come back here

>> No.389226

>>389182
Actually this is a new model

>> No.389238

>>389226
Then why did you make it shit TWICE?!

>> No.389254

>>389173
Your heads don't look like they have a skull in them.

>> No.389352
File: 321 KB, 1000x664, jesus christ.jpg [View same] [iqdb] [saucenao] [google]
389352

>>389173

That's not a head. That's a cube that's been dented and pinched in a few places.

>> No.389421
File: 317 KB, 1101x618, headmodel3.png [View same] [iqdb] [saucenao] [google]
389421

Here is another

>> No.389424

>>389421

Nigga what are you doing

are you even listening?

>> No.389426

>>389424
The fact I can't model for shit doesn't mean I'm not trying to improve. So far I've been trying to apply all tips.

>> No.389427

>>389426

How bout you stop starting from a sphere if you're box'modlin

>> No.389428

>>389427
I've started from

>> No.389429
File: 15 KB, 546x537, box.png [View same] [iqdb] [saucenao] [google]
389429

>>389427 I've started from this actually

>> No.389430

>>389429

Well that's even worse isn't it

>> No.389434

when it comes to faces, box modeling is the worst approach you can choose

>> No.389435

>>389421
okay that's not too retarded edgeloop wise.
now apply the subsurf modifier. see how it smooths.
and move all the edge loops, into the a shape that's actually anatomically correct.

>> No.389440

>>389434
What shape do you recommend?

>> No.389451

>>389440
for starters, check this book, should poke you to the right direction:
facial modeling and animation done right

also if you want to have decent results, always work with reference images

>> No.389457
File: 365 KB, 1128x708, facemodel4.png [View same] [iqdb] [saucenao] [google]
389457

>>389451
I'll look into it, thanks

Here is another model