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Head Job
show user profile  herfst1
Critique away, I'm pleased as punch with this.

read 687 times
1/4/2012 1:12:17 PM (last edit: 1/4/2012 11:58:44 PM)
show user profile  Nik Clark
Very good. As good as any head in the Half-Life series.

read 684 times
1/4/2012 1:14:39 PM (last edit: 1/4/2012 1:14:39 PM)
show user profile  herfst1
Thank you very much, Nik.

Greatest comparison possible, in my book.
read 678 times
1/4/2012 1:16:42 PM (last edit: 1/4/2012 1:22:11 PM)
show user profile  Octopuzzy
It looks like you threw a photo texture on a very simple shape.
Is it high or low poly?
I assume it's high poly as the silhouette looks smooth, but it looks like the texture is doing all the work, which isn't a good thing.

read 661 times
1/4/2012 1:30:49 PM (last edit: 1/4/2012 1:30:49 PM)
show user profile  LionDebt
Agree with both Nik and Octo. The head is great, I just imagine this dude in a white labcoat, cowering in some corner. But, as Octo say's, it looks 'flat' :s - don't know how to describe it better than that, or than what Octo said. The main thing that jumps out to me are the wrinkles on the forehead.
read 648 times
1/4/2012 2:07:02 PM (last edit: 1/4/2012 2:07:02 PM)
show user profile  herfst1
Thank you all.

Agreed it looks slightly flat from the camera angle. Yes, the poly version is almost completely flat but the z-brushed version is far from flat but maybe I could bump up the bump so that it really shows up. I'll give it a go.

Oh, and Liondebt, it's 17,000 poly's, so I think, medium poly. Note, I wasn't making it as a game character, just a test to see if I could work the process.
read 641 times
1/4/2012 2:25:32 PM (last edit: 1/4/2012 3:09:37 PM)
show user profile  Sir_Manfred
The problem with the phototexture is that it already has shading in it. Which makes it very difficult to see the actual shape of the sculpt. It also makes your bump sortof useless for the same reason.

Visit my Portfolio

read 631 times
1/4/2012 2:37:36 PM (last edit: 1/4/2012 2:37:56 PM)
show user profile  herfst1
Well, shit. Guess I've got a hell of a lot of photoshopping to do then. Thanks $ir Manfred.
read 625 times
1/4/2012 2:46:12 PM (last edit: 1/4/2012 2:46:12 PM)
show user profile  herfst1
So I removed 75% of the shadows (or thereabouts)

Here's the viewport:

...And the rendered:

read 612 times
1/4/2012 3:39:00 PM (last edit: 1/4/2012 3:39:00 PM)
show user profile  K-tonne
much, much better

Website and Portfolio

read 595 times
1/4/2012 4:52:45 PM (last edit: 1/4/2012 4:52:45 PM)
show user profile  herfst1
Cheers. It's funny, I always think my work looks okay; then someone points something out and suddenly it looks shit. This was one of those moments.
read 585 times
1/4/2012 5:03:34 PM (last edit: 1/4/2012 5:03:34 PM)
show user profile  Paunescudanutz
you are not the only one believe me!


<---~( Daniel )~--->

read 580 times
1/4/2012 5:07:06 PM (last edit: 1/4/2012 5:07:06 PM)
show user profile  K-tonne
it's good to step away every now and again from what you're working on- you can get to a point where you'll just see what you want to, and not what's actually there
just have a coffee or a cig- any one of thousands of bad habbits and come back with fresher eyes

Website and Portfolio

read 578 times
1/4/2012 5:08:05 PM (last edit: 1/4/2012 5:08:05 PM)
show user profile  herfst1
Good advice, K-tonne.
read 562 times
1/4/2012 6:11:39 PM (last edit: 1/4/2012 11:49:32 PM)
show user profile  Dave
Very nice improvement. Eyes could do with a little loving though, some specular and a little reflection in the eyes goes a very long way on head models.

"I flew over Egypt once"

read 511 times
1/5/2012 7:36:09 PM (last edit: 1/5/2012 7:36:09 PM)
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