female Elissa (nudity)

Hi,

I copied the last posts from the thread in the “Work in Progress” forum to this forum, so I could get more focused critique to help me.
(It’s a long term project)

the link to the old WIP post :
http://blenderartists.org/forum/showthread.php?t=43505

Improved the face in general:
Look closely and you’ll notice key differences:
-> Moved the eyearea/forehead a little more to the back, aligning it with
the nose bridge;
-> Made the nose a little smaller;
-> Made the mouth a little smaller and moved it a little up;
-> smoothed the face again;
-> made the face a little smaller;
-> moved the eyebrows down and totally redone them.

http://home.scarlet.be/%7Ematrix64/images/firstrender56c.jpg


Worked on the body:

  • moved the stomach, so it is not sucked in anymore
  • moved the head/neck/… more to the front
  • moved the vulva a little more to the back and flattened the area

Full rotation of model, low res AVI file (1.143KB, Windows video 1):
http://home.scarlet.be/~matrix64/images/Elissa11.avi

Viewport renders/wires:

http://home.scarlet.be/%7Ematrix64/images/firstrender58a.jpg
http://home.scarlet.be/%7Ematrix64/images/firstrender58b.jpg
http://home.scarlet.be/%7Ematrix64/images/firstrender58c.jpg
http://home.scarlet.be/%7Ematrix64/images/firstrender58d.jpg
http://home.scarlet.be/%7Ematrix64/images/firstrender58e.jpg
http://home.scarlet.be/%7Ematrix64/images/firstrender58f.jpg


Wereaser
Forum Newbie

Joined: 29 Nov 2005
Posts: 17
Post subject:
Posted: Wed Jan 25, 2006 10:24 pm

The face looks a lot more natural now. And it has also gained some in the cuteness department. Good work.


“Everyone wades knee-deep in the mud, until they become competent enough to walk on it Jesus style”


Suu999
Forum Guru

Joined: 29 Mar 2005
Posts: 181
Post subject:
Posted: Fri Jan 27, 2006 1:16 am

Your model is looking really good, I love your wires, but there are still some subtleties to corrrect:
Move the body and legs back a bit since they’re too far away from the head. Give the neck a little bend in back so it has a gentle curve; necks are not straight up and down. Make sure the first shoulder curve of the back is nearly inline to the back of the head and that the breastline is lined up with the tip of the nose. Check to see that you have her feet right underneath the position of her head too.
She should look perfectly balanced after these small corrections.


Autodesk: “My quest for complete 3d world domination has begun! Mwah, ha, ha, haaa!!”

I looked only briefly at your old thread. You’ve made good progress.

You should clearly state your intentions, level of realism, style …

The head would be quite good for a semi-comic style, but looking at the body I will asume you want more realism.

  • The head is overly spherical, especialy on the backside. It’s hard to find good reference material. Maybe you know someone with very short (or no) hair, on whom you might check side and back anatomy of head and neck?
  • 2nd images shows the neck is unnaturaly curved (right side.)
  • Cheeks are flat (compare with a photo of a face in similar perspective … the outline will show more drastic curves between eyes and mouth).
  • Lips look good
  • Ears seem to be a bit fat, like they would be swollen, but the structure is good.
  • From the first viewport render: topology issues from nose to mouth. Look in a mirror, pull your mouth to one side and up, look at the fold from above one wing of your nose running down to the side of the mouth and below. The mesh structure should follow that line to allow mimic and to most eficiently model the surface even in neutral state.

Body looks very good. Pelvic area, where legs join int the body at the front could need some more definition. Looks boxy there.

hey thorwil, thanks for the critique, i’ll have a look at it next week. The weeken is always a busy time.

My current goal / intentions… mmm that’s hard to say. I want to get it as good as possible with a fair amount of realism, but not hyper-realism.
Something like you can see on the next link, but I want to make it a little more realistic then this: http://www.daemon3d.com/finished_work/fairy/Fairy_high_res.jpg

(note that I did not use this image as a reference, just came across it since yesterday)

Keep the critique coming, the more critique, the better I like it.

Ok, another update:-) - used some picture refs to correct things

  • Made the head is a lilttle more spherical on the backside;
  • worked a llittle on the neck, using refs - maybe it’ll still need a little curve, I don’t know yet;
  • worked a little on the cheeks, but not much;
  • most eficiently model the surface even in neutral state;
  • worked on topology using the refs.

My ftp webspace is tempory down for maintenance, so I’ll attach it as an attachment.

  • edit * just tried to add an attachment, but that doesn’t work either… Ok it’ll have to wait then.
    I’ll update with a picture later on.

tris on the top of the head are bad!!! fix it please :slight_smile:

it’s looking good so far.

tris on the top of the head are bad!!! fix it please

Indeed you are right, I should get rid of them, but I do not know how to do it without disturbing other things. The tris are there since some time when I cleaned the amount of vertices in the neck and at the eyebrows and I didn’t forget about them. You are the first to notice them.

I reviewed your WIP thread, and you’ve learned a lot since starting his project. I like the fact that you’re willing to start over and throw away flawed meshes to get to your goals.

What you have here is very good. If you are going for photorealistic, then she could use some adjustments. The neck is skinny, the face needs a sense of the skull structure under it,

Keep on it. You’re on the path.

just turn them into quads.press [alt]+[J] in the 3d viewport with everything selected.

just turn them into quads.press [alt]+[J] in the 3d viewport with everything selected.

Thanks for the hint, but blender does not know a better solution and leaves the tris as they are…

You have a lot of unnecessary mesh on the forehead and over the top of the head. You might study some polyflows for the eyebrow, which is a great area for reducing polys. You would be able to get rid on the tris, and more importantly, refine the shape of the upper head.

ok, select two tris you want joined (and only 2!!!) and [alt]+[J] them.or do it manually. delete the middle edge, and fill the by selecting 2 edges that are not touching, and press [F]

I’m impressed with your wireframing… It is quite detailed yet simple to view. A good well done. My only concern for this model is the nipples. If you are going for realism maybe sise them down just a little and add some “bump” texture.

I’m impressed with your wireframing… It is quite detailed yet simple to view. A good well done. My only concern for this model is the nipples. If you are going for realism maybe sise them down just a little and add some “bump” texture.

Thanks. Well I’m only modelling right now. UV texturing (with color map, bump map etc. will be started when the model is ‘perfect’.

ok, select two tris you want joined (and only 2!!!) and [alt]+[J] them.or do it manually. delete the middle edge, and fill the by selecting 2 edges that are not touching, and press [F]

You have a lot of unnecessary mesh on the forehead and over the top of the head. You might study some polyflows for the eyebrow, which is a great area for reducing polys. You would be able to get rid on the tris, and more importantly, refine the shape of the upper head.

I’ve totally reworked the loops and moved things around. Unfortunately my ftp server webspace is still down. I’ll post updates as soon as possible, you’ll see its much better. No more tris,

Ok here are the promised renders/updates, my ftp webspace is back online :

  • Made the head is a lilttle more spherical on the backside;
  • worked a llittle on the neck, using refs - maybe it’ll still need a little curve, I don’t know yet;
  • worked a little on the cheeks, but not much;
  • worked on topology using the refs;
  • I’ve totally reworked the loops and moved things around. Unfortunately my ftp server webspace is still down. I’ll post updates as soon as possible, you’ll see its much better. No more tris on top of the head;
  • Bumpmapping / nipples is for later;

http://home.scarlet.be/~matrix64/images/firstrender59B.jpg
http://home.scarlet.be/~matrix64/images/firstrender60B.jpg

Who can show me a way to create good hair with the hair-particle system?
I’ve tried for a long period, but the “hair-system” is not that well suited to create long hair - or - I’m applying things the wrong way.
Sure I’ve seen some people try to create hair, but for me it seems to be rather difficult… the hair-system is just not that flexible as I thought.

eg. cluthering of hair is not easy, and please have a look at the picture below… the happy face is what I want, but this is not possible. I get the left result, which gives strange things like hair collisions… There is no way it seems to bend the curves like that so it has some sort of fall-off the closer it gets to the curve. …ofcourse you can try to tweak it, but that for me it is impossible…

http://home.scarlet.be/~matrix64/images/firstrender61a.jpg

Hmm, looking great though there´s something in her face.
Maybe the eyes are a bit too deep in her head or/and too far from each other.
I don´t know, something isn´t just looking right. Maybe it´s just too symmetric and perfect.
Anyway, it´s looking really nice.
Where did you get those nice “blueprints”?

I am noticing a strong crease in your model, make sure the mirror modifier is above the subsurf modifier. (crease is visible in earlier images, you may have fixed it by now).

I’m not sure about it, but are the ears too far back? In some views, it’s hard to tell, but in the straight on side views, it looks like they might be too far back. It might also be the lack of hair that contributes the illusion.

Incidently, doing a google image search on “bald woman” brought up some fairly good references. Still not sure if that answers my critique, though. It may just be a natural human variation.

Hey man,

Your anatomy and proportions look a bit off, try rotoscoping it to a photo of a real woman for reference. It would be good to use the same reference for a whole char, so all the parts work together proportion wise.
Maybe fineart.sk still has some free reference pics, should check there.

Keep goin with it and good luck.

Matt

Blend on, and blend well!!!

Thanks for the comments, I’ll keep them in mind. To get a refreshment, I’m first going to try and learn animation/rigging. I’m having difficulties with deformations, posted in the blender general forum :

https://blenderartists.org/forum/viewtopic.php?p=562051#562051

Berglte: I used blueprints found in a book, just a scanned image.