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Self Portrait - Be brutal
show user profile  cbflex
I'm working on a self portrait of myself, for my own humorous animations. I'd like some constructive criticsm on what I can do to change it and make it better. At this point, I'm almost stumped at what else I can do to make it more photoreal. Any help is greatly appreciated.

With hair and fur
final render 6

without hair and fur
final render 5

clay model
clay render 1

wire frame without meshsmooth
wire 3

wireframe with meshsmooth
wire 2

wire frame with meshsmooth - 3 iterations
wire1

studio lit
studio lie 2

photo reference 1IMG_9355360 tiffs

photo reference 2
IMG_9357360 tiffs

photo reference 3
407534_663932367865_81402914_33566606_226641451_n
read 618 times
2/19/2012 10:48:46 PM (last edit: 2/19/2012 10:48:46 PM)
show user profile  LionDebt
If you want photo real... take photographs of yourself (as you've done) and convert these into the diffuse texture in photoshop.

But you have a lot of work to do regarding the actual structure and topology of your face before then.

MDB posted a brilliant face tutorial which will teach you how to construct the separate elements (eye socket, mouth, cheekbones) and then connect them all together.

This is a handy reference 'click here'
read 608 times
2/19/2012 11:06:33 PM (last edit: 2/19/2012 11:06:33 PM)
show user profile  Garp
You need more edge loops (and a better topology). As it is, you rely too much on subdivs. Might be ok for a neutral pose but you'll lack control when animating.
Still, looking good :)

The ear needs to stay attached to the skull much higher. It looks half ripped off right now.




read 603 times
2/19/2012 11:13:03 PM (last edit: 2/19/2012 11:14:23 PM)
show user profile  herfst1
As Liondebt and Garp said you need to re-work your wireframe.

For the left picture:
The red linesare the most troublesome areas.

For the right picture:
The red circles on the left are your starting lines to flow outwards from.
The blue lines are the flows.
The green spots are points where you will almost definitely get a pole (a point where more than 4 poly's converge). This is almost unavoidable when you're sculpting a head, just make sure they're not in obvious spots.


Here's a tutorial I made covering all the stages: http://www.maxforums.org/threads/face_tute_tips/0001.aspx

read 603 times
2/19/2012 11:13:21 PM (last edit: 2/19/2012 11:15:15 PM)
show user profile  cbflex
@liondebt Actually, that's exactly what I did... I'm guessing because you say that, it looks like a shitty job lol I'll go back and do it again. As far as the topology goes, I actually followed a face tutorial when I made this.

@garp So, you're saying I basically need to subdivide manually some of my edges like for instance my mouth... Right, I was thinking before, "how the hell am I gonna animate this mess?" Thanks for the tips.

@herfst1 Thanks for all that! I'll go bac and revise it. I actually followed your brilliant tutorial in texturing my stuff... I didn't know it existed until after I modelled it following another tutorial. But I will surley go back now and look at those key points and see how I can better improve my model.
read 591 times
2/19/2012 11:36:31 PM (last edit: 2/19/2012 11:36:31 PM)
show user profile  cbflex
@herfst1 I just checked out your tutorial. I get what you're saying. i think the biggest piece of advice that I can take from there, that wasn't said here, was that you think it's best for me to delete parts that simply need to be completely redone, and basically rebuild them again. So, in other words, I should most likely redo the mouth and ear... Sounds good. I dont think my eye is that bad, but I'll look into that circled area you highlighted and see if I can repair it.
read 587 times
2/19/2012 11:50:45 PM (last edit: 2/19/2012 11:50:45 PM)
show user profile  herfst1
Yeah, your eye's basically fine. It's your mouth and ear that need most work. The way the mouth is now it will be near impossible to animate.

But what was also not said is: this is a hundred times better than any of my earliest attempts at modelling a head. Seriously, I could post one of my first attempts and you would laugh.
read 582 times
2/19/2012 11:54:42 PM (last edit: 2/19/2012 11:54:42 PM)
show user profile  cbflex
@herfst1 Haha, thank you so much for the compliment! Last time I posted my work on here, I got pretty flamed, in a non constructive way. This is actually my first character/biological model.
read 559 times
2/20/2012 1:40:04 AM (last edit: 2/20/2012 1:40:04 AM)
show user profile  Setherial
not bad, you did push the mesh into where parts of your skull ought to be, makes you look odd.
read 521 times
2/20/2012 9:55:16 AM (last edit: 2/20/2012 9:55:16 AM)
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