Beat up Old Man (Now with SSS)

I started making this face

http://img271.echo.cx/img271/2275/maleface9yr.jpg

and it ended up being this old man

http://img279.echo.cx/img279/3554/oldman6mr.th.jpg

I wish I could model like that… :stuck_out_tongue:

Great work, dude. I have two minor comments:

  1. his chin is set solid.

  2. the middle of his nose, the bottom, below that wart, has a very sharp edge.

He may also be a bit symmetrical, or are you still at the one-half-first stage?

one half first stage?

http://img278.echo.cx/img278/5119/oldmanrender15jq.th.jpg

If I could model like that… :frowning:

On the other hand, I haven’t tried modelling something yet… Yep, that’s true. I haven’t even rendered the default scene yet. First I want to get enough information about Blender before I start. It will be interesting to see my modelling skills when I get to that point.

yup forgot to smooth the chin

http://img277.echo.cx/img277/7899/oldman24ix.th.jpg

also smoothed out the wrinkles abit

http://img277.echo.cx/img277/7155/oldman33il.th.jpg

and heres the wireframe so you can see how terrible it really is

http://img277.echo.cx/img277/9792/oldman43hr.th.jpg

I have a real problem with the outside corner of the eye lids, can never seem to get them to look right, …well maybe tommorrow I’ll work up the guts to make some ears for him

I don’t see what is so terrible about it. The proper loops are there, no triangles. There may be a bit too many diamonds, but because the skin is rimpled anyway, it doesn’t matter.

one half first stage?

I meant if you were modelling one half first, with the other duplicated? Because that way you get 100% symmetry. And old men are not 100% symmetrical. But I see that you’ve already placed seems, so I guess you’re not working on one half (anymore).

How did you do the skin texture BTW? Is it a ramp?

I have a real problem with the outside corner of the eye lids, can never seem to get them to look right, …well maybe tommorrow I’ll work up the guts to make some ears for him

Maybe that’s because you don’t have eyelids. I don’t think he’ll be able to close his eyes.

no ramp shader, just some vertex paint, yeah I know wierd, just wanted to experiment,

I need to work on my eyelids not sure really how to do them right, but I’ll keep trying

are diamonds like stars?

I’m starting to think he looks more like a burn patient now

I’m starting to think he looks more like a burn patient now

I think he needs a lot more wrinkles to look like that.

are diamonds like stars?

I don’t know what stars are :).

Take this image:

http://jlp.nerim.net/adding_detail.jpg

Look at the top triangle which is made out of 4 vertices. If you move the middle one of the three to the left, you have a diamond. (source)

BTW, give yourself more credit, you’re doing great :slight_smile:

I started working with just one half mirrored to get a basic face shape, and then I merged them togather and tried to make them more asymetrical

ok what are the benifits of modeling as shown on the bottom rather than the top with the diamond? just for my own knowledge cause I dont know

really nice model. i would recommend thinning down those lips a bit though, they seem a bit full for an old man.

I think I have heard people call these stars, I think I’m supposed to aviod having them, but sometimes it seems like theres no way to get rid of them in some spots

http://img68.echo.cx/img68/5109/oldman53gj.th.jpg

as long as it doesn’t leave artifacts when you render it, i wouldn’t worry about it too much.
<edit> if it was on an area of the face that gets alot of distortion, like around the mouth, it might be a problem, but since it’s not, no big whoop.

As Modron said, if it doesn’t cause you problems, don’t worry about it. The cause of errors of stars is that you have 5 edges connected to a vertex. This happens in more situations, but in my experience, it will always create some distortions, to some degree. I don’t know BTW how it will affect texture coordinates. It may just cause some stretching there.

ok what are the benifits of modeling as shown on the bottom rather than the top with the diamond? just for my own knowledge cause I dont know

Bottom and top being the selected vertices in the image I posted, not your screenshot? They both create different numbers of edges, from a different starting point.

so is one better than the other to use?

Well, because they serve different purposes, one isn’t better than the other. At least, not in my experience. Someone please correct me if I’m wrong.

started playing with this guy somemore, seeing what a better texture would look like on him

http://img232.echo.cx/img232/7038/oldmantest1mr.th.jpg

Wow, that’s great!!! I see you got to UV mapping. I don’t see any stretching really. One thing is he seems a little to smooth. Perhaps apply a light small stucci or turn on ambient occlusion with ray to give him a little grainier feel. The wrinkles look good, I think some of them should go a little deeper is all. Great update!!