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3 Dimensional Chat / Head Model, needs Crit.

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Brent_Seraphim
22
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Joined: 1st Dec 2002
Location: United States
Posted: 11th May 2004 07:31
http://www.geocities.com/brenttallgesse1708/facebase.jpg

Copy and Paste the url into another browswer and let me know what you think. Be kind with me, I'm still working her.

All Hail Lightwave3d. And is Arras still around, this ones for him..

"Laugh to scorn the power of man..."
wbarrett 26
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Location: New Jersey
Posted: 11th May 2004 07:51 Edited at: 11th May 2004 07:54
WOW. great job

how many polys so far?

[edit] i dont know why but in the front view the head looks too wide relative to the hieght. but it looks good in perspective[/edit]

Brent_Seraphim
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Posted: 11th May 2004 08:02
Eh...451 I think. Not too high at all. Looks to wide eh? I'll have a look at that. Thanks for the use of your eyes, my good man.

"Laugh to scorn the power of man..."
arras
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Location: Slovakia
Posted: 11th May 2004 18:42 Edited at: 11th May 2004 21:52
Hi old friend, I still come here from time to time but now I work with Irrlicht engine so I am not on this forum so often as before...
...I did not see you here often neighter

Thanks for that model, its wery good, nothing to critique realy. I see that you also improved your modeling stile a lot since its more clear in lines. May be I would break ear in side view bit more since its upper part is more blocky than rest of the model. But only in side view othervise all the proportions are all right and its also nicely detailed.
At that front view head looks realy bit wide, but I would count more on perspective view since thats hove you normaly look at the things around.
Also when people use reference pictures they ofthen forget that shots were taken in perspective and when you use them to model in isometric, you can model things bit deformed. Thats why I allways do some small adjustments and scaling at the end of modeling and doing so I relly on my feelings ...to get model looks right.

In perspective your model 'looks right' so 'it is right'

Bye the way, friend was showing me modeling program called ZBrush. I was not triing it too much yet since I spend most of my free time learning C++ and I dont model too much. But I saw some showcase renders and it looks amazing.
Brent_Seraphim
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Location: United States
Posted: 12th May 2004 06:22
Yeah I've seen zbrush. It's like a mix between a modeller and a painter program. Freaky really. Like any program you can create awesome things. like I still dont know who you make Wings3d do things like you do

Things usually look wide in the front view for some reason. BTW theres some AWESOME head modelling videos on newteks tutorials. Thats were I got the mesh design for the above model. It's slim on geometery and just has 'it' in the right places. And the flow makes more awesome shadows around the cheek bones! Check it out. You may not model much anymore but it'll about make your mouth water.

I just got through the introduction to c++ in college, and it makes me appreciate darkbasic!

Cheers!

"Laugh to scorn the power of man..."
Supremacy
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Posted: 12th May 2004 16:39
its looking great man, keep up

I will make urban chaos 2, ive already concepted the story, its my dream, i wont to go to muky foot
arras
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Location: Slovakia
Posted: 12th May 2004 19:33
...you know, you can have best tools around but what matter at the end is your head and your heart

OK Ill look at that, can you give me some internet links if available?
BTW ...I dont model much right now, but I will definetli in the future

C++ is lot diferent to what I was used in DarkBasic but once you manage some things it give you lot of pover ...object oriented aproach is great and dynamic alocation of memory too ...well I should not forget pointers
Brent_Seraphim
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Location: United States
Posted: 13th May 2004 06:41
http://www.newtek.com/products/lightwave/tutorials/modeling/head/index.html

Right there big guy. The mesh is simply but when supatched its just awesome.

GL with that programing there

"Laugh to scorn the power of man..."
Brent_Seraphim
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Posted: 13th May 2004 06:45
Quote: "Btwyou know, you can have best tools around but what matter at the end is your head and your heart"


thats worth a quote, and I'd like to think I have it upstairs and in my heart aswell as the best tools. But I've got this freaking jittery optical mouse!

"Laugh to scorn the power of man..."
arras
22
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Location: Slovakia
Posted: 14th May 2004 12:08
dont worry friend, looking at your model I am sure you have it modeling order up as well as down

I enjoi comfort of optical technologi already since two years and I dont regreat that I spended few more bucks on it ...no more dirthy balls, no more cleaning!!!
Brent_Seraphim
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Posted: 17th May 2004 04:55
Alright. Update, I've taken the eh..sparse crit I got.

http://www.geocities.com/brenttallgesse1708/facebase1.jpg

I've given the mesh a true jaw bone structure, the fold of skin that goes from the nose to the edges of the lips, A better jaw, and folds of skin over the eyes, and I spun some quads hopefully giving the polys a better flow. Either way, my 5 megapixel digitial camera hasnt came in yet..so I havent done any texturing yet.

Opinions!? NOW.

BTW to that individual who emailed me a team request message..I could use some more information.

"Laugh to scorn the power of man..."
Brent_Seraphim
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Posted: 20th May 2004 06:00
EARS!!! ELF EARS! Anyhow here's my next update. I've worked on some good ol' elf ears from a tutorial on 3dtotal.com(great sight thats always there when you need info or inspiration!). Now let me know what ya think or how to make them look for realistic. something just doesnt strike me right when I look at were th ear connects to the head. I've also left the view in subpatch.

Cheers

http://www.geocities.com/brenttallgesse1708/facebase4.jpg

"Laugh to scorn the power of man..."
Gir
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Posted: 20th May 2004 16:27
Wow, that is very very good, i really like it a lot!

I'm makin' a cake...
arras
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Posted: 26th May 2004 16:06
Much better ...well done
M00NSHiNE
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Location: England, UK
Posted: 26th May 2004 23:50
Very nice

Tapewormz
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Location: Winnipeg, Mantoba, Canada
Posted: 27th May 2004 03:07 Edited at: 27th May 2004 03:11
451 poly's for a head is WAY WAY WAY TOO HIGH. To give you an idea, UT models have around 1500 poly's in total. Run your head through a filter to lower the poly count. Around the mouth and the eyes, you've assigned too many poly's. You don't need that kind of detail. That kind of detail can be drawn on when you texture your object. You can draw on the shadows.

Quote: " Timesoft - Your wife is death. How? NO idea.
But it is murder. REVENGE!!!!!!!!!"

Hands down the funniest synopsis for a game ever. All your base are belong to us!
Brent_Seraphim
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Posted: 27th May 2004 03:34
Quote: "451 poly's for a head is WAY WAY WAY TOO HIGH"


Not for a cinema model . But I did forget to say that. It's acutally in subpatches.I just froze it for the other pics it makes the wireframes more digestable.....guess I should have stated that earlier..sawy my ommission.



hee. 451 nah. Let me explain some true reasoning. You may call it something else but I call it 'realistic' thinking.

To be honest by the time any little child or adult acutally makes a professional level game with darkbasic or should I say acutally finishes it, 4000+ polys will be WAY WAY WAY TOO LOW. Seriously. I've been here long enought to notice this

Cheers. I'll post an update when I get some good texture refrences!

"Laugh to scorn the power of man..."
Tapewormz
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Location: Winnipeg, Mantoba, Canada
Posted: 27th May 2004 05:27
For a 3D video game 451 poly's for just the head of a character is too high by today's standards. However, for a cutscene animation it's just fine. I didn't meant that to be a discouraging comment at all. I believe there should be a filter available to you where you can lower the poly count on your model and save it as a low poly. Then you'll have your high poly and your low poly.

Quote: " Timesoft - Your wife is death. How? NO idea.
But it is murder. REVENGE!!!!!!!!!"

Hands down the funniest synopsis for a game ever. All your base are belong to us!
DARKGuy
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Posted: 27th May 2004 05:45
nice model though, in the side view and front view she looks like a baby and it's a bit wide-headed...but from the rest, is one of the best face models I've seen. Congratulations

:: Pentium 300 Mhz, 8Mb video card, 64Mb RAM, 5 gb & 1.6 gb HD's, W98SE, Sound Blaster AWE 32 ::
Brent_Seraphim
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Posted: 27th May 2004 06:41
Tapewormz, lightwave3d is that 'plugin'. In subpatch the model its 451. I can freeze it to maintain that shape at different levels say maintain the organic shape at 451 polys...or 13k.

Anyway, I hope to have the shape ironed out..something seems wrong about the whole shape to me..or just her look. I dont know I feel it's too plain or not acutally realistic.

Cheers

"Laugh to scorn the power of man..."
Cyberflame
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Posted: 27th May 2004 07:02
bah! i think there are lots of games with 451 poly heads. Heck a wepon is 451 polys! to tell you the truth, most people around here are obsessed with low poly, so they end up with a crappy model. Look my com p has rendered ove 80,000 polys at one time. I dont think this is a big issue.

IF your rolling along the ocean in you jet ski and the wheels fall off. Do you still have enough pancakes to cover a doghouse?

Purple, because icecream has no bones.
Brent_Seraphim
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Posted: 27th May 2004 17:48
Hmm. Perhaps yeah, but 451 PLENTY in all honesty. If it takes more then say 500 or 451 , its a good indication that its messy or could be optimized. I rather think of it in the same manner of poerty. Alot of meaning in as few words as possible.

To tell you a little secret the poly count does make a good or bad model.(to an extent always. if some dork tries to make a 40 poly human thats his disfunction.) Texture in the end makes a model. Game models anyway. After all thats the substance we see. The texture. The eye can forgive the blocky form or shillotte if theres a nice texture on it.

Cheers

"Laugh to scorn the power of man..."
arras
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Posted: 28th May 2004 14:07
...thats right texture is 50% of model, if not more ...when do you starting to texture her?
dark coder
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Posted: 29th May 2004 15:05
@cyberflame, if your doing a render then yeh polycount can fly out the window but you wont be seeing 80k polys onscreen on may games

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