Human face-trials,tutorial..challenge?!
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I saw in another thread that it would be available sometime in first quarter of 2011?
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Right now i m in the mood for modeling this(i have no doubt that sds2 will rock on).
It will only be the face and i m not worried for the polycount.Nice one mitcorb, i hope i will be able to give mine a nice feminine face .
Cheers!
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Well, it appears already to have the feminine proportions well established.
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Proxy progress, 1/2 face first:
Join two halves, run SDS2 with 1 iriteration in order to smooth mesh, then select face only and run 1 more irriteration for dividing polys in order to get model ready for sculpting.
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A quick idea of the sculpting progress.
(original .gif removed as it was slow and boring, used a timelapse instead, more happens and faster, however if you wanna see it it's here: http://dl.dropbox.com/u/1129899/sculpting.gif )
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More selective subdivision in order to get more sculpting detail.
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Nice,it will be a very useful tool.
Eyelids ..
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I withdraw my comment on triangles making the human head difficult. That is a masterclass in SketchUp! Well done Eli
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great Topic Ely all threads were talking about architecture, few of the subjects talking about Human
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Eli, great eyelids so far, I will use glasses for now until I get around to playing more...oh the mouth also is missing.
I stole the hair from a previous model I did a few years ago, used FFD to shape to this head.
Cartoon faces are so much quicker and easier.
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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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