I thought I would post up the Final renders of my characters head I have finished, I haven't really used Zbrush for characters before, so this one my first, I hope you like it!
crits are welcome
made in 3Ds max 3468 polygons map size is 1024x1024 maps used: Diffuse map Normal map Specular map Rendered using 3Ds max stranded render (render time 2 seconds)
Alright, looking at your reference, i'll give an updated critique. (as my previous one..is well, not so accurate, so i apologize!).
I notice you didn't put ears on your model, was that purely because you can't see them? For a portfolio piece, definitely keep this up then. As 'no ears' will come off as a flaw rather then a optimising of polys because you can't see their ears (which is smart!)
the hair is your own, and very unique! i like the traditional but different look you went with it. Makes her stand out more!
I adore the side view of the hair, but something seems a lil off with the front and 3/4 view. I can see the jagged rough edges of the hair, which is easily fixable with an edge loop or too added to the bottom strands of the hair, especially the right side (her left). See how it comes down, then jolts out, then comes back down? thats the noticable jaggy ness i'm talking about.
Everything else with the hair is spectacular!
Tilt the shoulders and skin between the shoulders and neck in a more downward curve, rather then straight across, as she's looking too broad in the shoulders, add a bit of curve down to fix that.
Skin texture is great, it may be a bit too yellowy, did you use a skin palette for it? could be just me though.
i love the cheeks and creases sculpted in the face.
i would say her nose is just a tad too long, bring it in just a little bit. the curves of the bridge are a bit too straight, (not the bridge of the nose itself, but the skin going between the cheek/eye and the nose is).
the only major thing with this model i can see, based on the photo reference is the mouth and eyes. your eyes and mouth match! but they are too big for sure. i would squish down the head just a bit, round out the chin a bit more, to make her face 'fuller' like the life model, and shrink the eyes down a few scales. Bringing in the head and squishing it in just a bit, will fix the anatomy off ness you'll get when you shrink the eyes and mouth a bit.
When we model from a live model face, you either got to go with one or two things: it's just a very vague reference and you're styliizing it, or you're trying to match it exactly.
by your comments, you went with the stylized hair and skin/texture, but went with an accurate model to the life model of the face.
this critique is based off of just getting it closer to your life model, so it looks more like your reference. The texture and hair comments were just a matter of opinion.
so just round out the head a bit more, making her cheeks fuller and her chin less pointy, resize the eyes, resize the nose length and lips very very minutely, and she'll match the model perfectly!
amazing work willow! i'm quite impressed, especially on the wireframe of this model! you've got serious modeling talent and you should be very proud! just a few minor tweaks and you're golden!
I notice you didn't put ears on your model, was that purely because you can't see them? For a portfolio piece, definitely keep this up then. As 'no ears' will come off as a flaw rather then a optimising of polys because you can't see their ears (which is smart!)
the hair is your own, and very unique! i like the traditional but different look you went with it. Makes her stand out more!
I adore the side view of the hair, but something seems a lil off with the front and 3/4 view. I can see the jagged rough edges of the hair, which is easily fixable with an edge loop or too added to the bottom strands of the hair, especially the right side (her left). See how it comes down, then jolts out, then comes back down? thats the noticable jaggy ness i'm talking about.
Everything else with the hair is spectacular!
Tilt the shoulders and skin between the shoulders and neck in a more downward curve, rather then straight across, as she's looking too broad in the shoulders, add a bit of curve down to fix that.
Skin texture is great, it may be a bit too yellowy, did you use a skin palette for it? could be just me though.
i love the cheeks and creases sculpted in the face.
i would say her nose is just a tad too long, bring it in just a little bit. the curves of the bridge are a bit too straight, (not the bridge of the nose itself, but the skin going between the cheek/eye and the nose is).
the only major thing with this model i can see, based on the photo reference is the mouth and eyes. your eyes and mouth match! but they are too big for sure. i would squish down the head just a bit, round out the chin a bit more, to make her face 'fuller' like the life model, and shrink the eyes down a few scales. Bringing in the head and squishing it in just a bit, will fix the anatomy off ness you'll get when you shrink the eyes and mouth a bit.
When we model from a live model face, you either got to go with one or two things: it's just a very vague reference and you're styliizing it, or you're trying to match it exactly.
by your comments, you went with the stylized hair and skin/texture, but went with an accurate model to the life model of the face.
this critique is based off of just getting it closer to your life model, so it looks more like your reference. The texture and hair comments were just a matter of opinion.
so just round out the head a bit more, making her cheeks fuller and her chin less pointy, resize the eyes, resize the nose length and lips very very minutely, and she'll match the model perfectly!
amazing work willow! i'm quite impressed, especially on the wireframe of this model! you've got serious modeling talent and you should be very proud! just a few minor tweaks and you're golden!
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