Head model

chu

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Ok, this is my first attempt at a head model. Done without any reference pics too. It took me about an hour and a half to make. The only problem was when I ran MeshSmooth, it left a creae and the lips got screwy and so did the neck rolls (in the back), and the dimple in his chin went haywire.

/edit: The ear...I hate it, I could of done better.

It's 4576 polys.

Head001-4576.jpg



Crits? Suggestions?, let me know.
 
While im not going to say its bad or anything i really think you need some reference pictures next time :) that thing is way too wide and long, also the proportions are really off, of course i presume its not meant to be a realistic head and more of a stylised/cartoony head. Still its always good to follow some reference pics even if its your own drawing, Also if its a low poly head for say a game you need to work on your polygon placement a little, you have a huge number of polygons on the chin nose and eyes, i think you could cut a lot of them out. Also you have a lot of shading errors (i know how hard they can be to fix). But to finish my crit of, its a good first try at a head, organic moddeling is alot different to weapons etc and takes some time to learn, keep it up look forward to your next head :) or his body.
 
i think tou need to learn a bit more about how MeshSmooth works, its not some tool that you just click and it comes out how you want. the problem is, you've modeled one side of it, duplicated and then welded the vertices (well i hope you've welded them anyway), then you've clicked MeshSmooth, and u get a crease. this is due to the fact that there are two elements to the mesh, one side and the dupe. what you need to do is make it one continous mesh, then the creases will go, and it will look better.
 
also, if thise vere a game model, you should never, ever use meshsmooth.

You have too much detial in the lips and too little everywhere else.
 
I use meshsmooth sometimes to add more polys to an area, before adding detail to it.

As an occasional tool, it's great. It should always be used sparingly though.
 
It wasn't suppose to be realistic at all, more cartoonish. Plus I had no intentions of using for any type of game, so I kind of just went through and did whatever without even thinking of poly count. I just wanted to see what I could do so I knew what I could improve on.

Well I saw a tutorial on some website, where the guy only did half of the head model, detailed it, then duplicated it and mirrored it then attached the two halves. I couldn't remember how he got rid of the crease.
 
Originally posted by chu
It wasn't suppose to be realistic at all, more cartoonish. Plus I had no intentions of using for any type of game, so I kind of just went through and did whatever without even thinking of poly count. I just wanted to see what I could do so I knew what I could improve on.

Well I saw a tutorial on some website, where the guy only did half of the head model, detailed it, then duplicated it and mirrored it then attached the two halves. I couldn't remember how he got rid of the crease.

have you tried the joan of arc tutorial? I think that one has gone down as one of the best tutorials out there, especially for Max users. Even some of the pro's use it. Very easy to follow and understand (so long as you get the one in english cause the original french version is kinda complex to follow if you can't speak french hehe)
 
Originally posted by PiMuRho
I use meshsmooth sometimes to add more polys to an area, before adding detail to it.

As an occasional tool, it's great. It should always be used sparingly though.

hmm that completely depends on what and for what you're modeling.
 
hmmmm, no matter what I am modelling I always make sure my mesh is as clean as possible. It makes for a bettetr working model. Even if its not a model u will ever use in anyway. Its a lot better to actually put effort into something and respect your work.
 
Example of what I mean:

In high poly modeling you ALWAYS use meshsmooth with 2 - 3 iterations otherwise you simply don't get realistic results.

This is quite an old piece but it shows what I mean.

http://www.lastgreatwar.com/forum/attachment.php?attachmentid=46

(lol, it's funny how the more you grow, when you look back you only see your mistakes even if at the time you were proud of the work)

:afro:
 
Start over, the head isnt good.. Polygons are totaly used the wrong way... try keeping it cleaner and when doing meshes like this keep them to quads allways. Do not make 3 side meshes... at the end use mesh smooth but dont put up illerations.

When the model looks good without mesh smooth youre done.
Also keep the polycount under 1500 tri faces you gonna need some for the body as well.

Oh yeah this is for low poly, high poly is a totaly different matter.
 
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