I appreciate everyone’s help with this! i’m learning alot here.
It’s hard to address all my thoughts here but i tried to take some notes.
I’m learning from the video on sculpting a realistic head that i was half right with the extreme number of verticies. It seems that a great way to make a model is the way that i personally dislike the most. ha! but i can live with it. i love 3D modeling and animation. What i need to do is sculpt out the head with alot of verticies and alot a definition, and then… THEN most important part is to do retopology. lol. the retopology part is the tedious part for me. I’m not fond of redoing things.
To also go with that ive learned that i shouldn’t spend all my time in ortho view and that using cross images as a reference isn’t always the way to go. That is if i’m sculpting. Then it’s best to sculpt in perspectiave with alot of reference images to look at. That way i can see the head better and work with it as if i was working with clay.
Also along with that, during the retopology portion it sounds like it’s quite crucial to have up a few referance images of what good topology looks like.
I really like what was said about turning a 2d rendition of a character into 3d isn’t very possible. Such as with the reference of Mickey mouse and penny arcade, i remembered how in DragonballZ Goku’s hair was often the same from every angle.
I feel like staying away from the direct front and right modeling could help with things like that. The character i had a reference image of, the biggest problem was his nose thankfully. So if i sculpt the head while looking at reference images i can find a happy medium between both viewpoints.
Infact i found an image of a 3d model done of that character earlier today. if someone is interested in seeing it. I just don’t know who made it or with what program but i think they made it for a video game called… chaos realms? hard to say.
The only thing i have against that model is that because it’s made for a game i can feel pretty sure the eyes mouth and nose are all just textured on and can’t change.
Another model can be seen in the first 30 seconds or so of this video that was for a psp game. But sadly the game isn’t in english >.o
I wonder how the detail on the faces for those were made.
But i should probably look at other characters that have been made as well and not just this one person.
So i’ve taken note of these things and i’m very happy to have learned all this!
Some genera questions i was left with included things like;
When sculpting a head like in that cgcookie tutorial, do you sculpt the body at the same time? or make them separately?
Should i try and look into texture drivers/texture animating for the eyes or try and replicate an anime style mesh eye? (if i try to stay with that style of characters like i hope to)
And then lastly, everyone sticks with particle hair… but is there a good way to do mesh hair if i can’t get the feel i’m looking for with particles?