Human face-trials,tutorial..challenge?!
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Great work Solo. I was watching your progress in the previous posts. The results are starting to look like a self portrait, at least when compared to your avatar image. SDS seems to have all of the elements of Sculpt Tools by -BTM and then some. I notice a red line projecting normal out of the circle of influence, or is that my imagination? Because it appears to lengthen as if reflecting a dynamically changing parameter?
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mitcorb, you are correct, the arrow is intensity and the circle is size of brush very easy to work with as you have TAB buttons to select mode, up and down keys for strength and direction and left and right for sizing the brush. So work-flow is pretty smooth once you get used to the keys. What's also great is that you can select mesh to be subdivided so no need in having whole model tight meshed but the areas you need to add detail and then you can select those areas again and reduce the complexity using the poly reduce tools, there are other tools that I'm still getting to play with and learn, like vertice selection and editing tools.
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Update...
Details to ears, more defined and muscular torso, mouth detail.
I used sculpt, divide and reduce. The thing is one can either overdo or under do so easily, it's actually hard to stop as it never looks finished or right.
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Wonderful and very useful work, but I'm not quite understanding which tools you are using?
I have achieved similar,nowhere near as good, using Tigs extrusion tools, but it required a multitude of beziers and a lot of planning.
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Ben, I'm using SDS2 which is in Alpha testing at moment, Dale lets me show and tell, so do not worry about not knowing the tools I'm using yet, once it becomes available I should be versed well enough to help y'all out the gates. This is a new process for me also as I used to create proxy's and divide, now I start with a basic proxy, divide, sculpt, divide, reduce, and so on. This is my first sculpting attempt on this scale, I dabbled a week or so ago with the scooter.
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Ah, of course, I've been following SDS2 with interest, as a sculptor this sort of workflow is wonderful to me. I can do it physically in stone, wood, glass etc but to be able to do it virtually would be amazing for me.
Thanks Pete, I will follow quietly with great interest. -
@Solo:
Quoting from your previous reply:
"What's also great is that you can select mesh to be subdivided so no need in having whole model tight meshed"
Do you mean that you can discreetly select without engaging geometry on the opposite side of the volume, or discreetly select from only what the camera sees? -
Thomthom's Vertex Tools has that ability and from what I've seen at BaseCamp SDS2 has implemented alot of Thomthom's features.
But if your looking for a means of 'ignoring backfaces' when selecting geometry maybe give it a whirl?
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Hi guys,thanks a lot.I think i could build a car(with some help).
I found myself sometimes in my designs modeling living figures(faces),so i figure that modeling cars or human faces are not that different.Solo,your torso is coming along very well,,i really like it,unfortunately i'm not that much of an artist to make my model that close to reality(anyway i'll continue till it's done).
Some more details: ears.
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@Elisei:
What modeling program is it in the video tutorial? Are you analyzing frame by frame, or is there a step by step version? It appears you are using a background image for this, obviously for the ear. -
Ah this is a very interessting thread.
I've scanned my face with the David Laser Scanner, smoothed and reduced polys at meshlab, then sculpted at sculptries, imported to SU and textured there. Hair with fur plugin.
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@jo-ke said:
I've scanned my face with the David Laser Scanne
How did it worked? I just went on their website... it's interesting. Can you post the original scanning result? Maybe some ideas, opinions about the process?
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http://news.sketchucation.com/david-laserscanner-review/
Might be helpful?
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@unknownuser said:
@jo-ke said:
I've scanned my face with the David Laser Scanne
How did it worked? I just went on their website... it's interesting. Can you post the original scanning result? Maybe some ideas, opinions about the process?
I posted the workflow here: http://forums.sketchucation.com/viewtopic.php?f=18&t=29565
here is the workflow:
equipment:
object (my wife):
first scanrusults:
combination of all scanresult (different directions):
import to sculptris:
smooth the surface:
reduce mesh:
import obj to meshlab export as 3ds
import to SU and smooth surface:
project texture to face:
put head on a body:
put in scene and render:
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@ely862me said:
@Jo-ke -I believe that the texture makes all the deal in your model,otherwise the model will be less detailed .
This is the reason why I'm not not really happy with the result. But it is the best way to give the model the right shape. Working on details is the thing that I hope to improve in the next steps.
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I think the mouth is a bit out of proportions..
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And the file size is?
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There are many ways of doing the image to mesh thing, here is a quick Csaba (Gaieus)
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Elisei and Solo:
Excellent work!!!
There is so much variation in human anatomy as evidenced by over 5 billion examples as to make any question about small differences moot.
One old rule of thumb from the pencil and paper days was that the height of the ear roughly encompasses the height from brow to end of nose, and top of brow ~ top of ear. [My pencil and paper days are still here]. -
Csaba the stripper...
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