Work in progress: Osuzu, a Japanese female head
The head mesh with temporary materials.
This is my first photo-realism attempt, that is, I’ve never UV mapped successfully.
See what it’s going to be like with photos…
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Nice start ! Its clean.
looks good,and asian.good start
I could tell it was a young japanese female before I even read your comment, so I guess the model’s shape is right
If you are going for photo realism, then a lot will depend on the texturing, but I like her already! I am looking forward to the final work.
Fantastic start, good luck with the uv mapping
Thank you all for your encouraging comments! I’ve been baffled by uv mapping and have been doing without it, but I find this contest a good opportunity to push myself to learn it. I’m keeping my fingers crossed.
Here’s my update.
I’m still modelling the dress but am expecting to finish it in a few days.
The collars should be like the lapels of a double-breasted jacket, so I need to tweak a bit after applying the mirror modifier.
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i like your edge-loop , curious for the side view , can you post side view wire , great work , keep it up …
3DGURU:
Thanks for your interest and these are sideview shots of the head and the dress.
I have already applied the mirror modifier for the dress and did some tweaking with the collars.
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Not much progress, but this is where I am anyway.
I think I will read some uv mapping tutorials and try doing it in a few days.
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I’ve been working on my first photo textures.
I had some troubles with unwrapping the mesh (just as I expected!) but it was a good practice for me to be a little more confident when I do it next time.
I’m moving slowly, but I hope to finish it in time.
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looks awesome, keep it up!
I did texturing the eyes today.
I had to struggle with unwrapping again and have tons of questions about it.
I’m doing my best, but if you have any comments or suggestions, please let me know.
Thank you.
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It’s obvious to me that you have a knack for this; you have a good feel for how to model and texture, I think, that shows in your work.
There are tricks to make unwrapping go faster, one of which is to unwrap the main loops of the head that are clearly visible from the various orthagonal views, pin them, and unwrap the rest “in between,” but like texture creation, the simple fact is that it’s tedious, and takes time.
One UV mapping trick I use: if you have a cave-like surface, a nostril for instance, I like to rotate the model in perspective view until I can see up into the “cave”, so the that the rings of the topo are fairly regular, and then, unwrap “from view” only the inside (as in, create a seam around the nostril edge); then it’s easy to simply take the concentric-rings of the UV map and attach them into the nose.
Regarding your project: I think you might want to pull in the sides of the orbital socket and cheek area just a small amount; round off the cheek and pull in the side of the eye a fraction, in other words. Nice work, in general, and the texturing is going very well too.
gaalgergely:
Thank you, I’ll do my best!
Eku:
Thank you very much for your advice, which was really helpful.
It never came across my mind when I was unwrapping the head that I could have pinned some of the vertices and unwrap the rest!
I was unwrapping the whole thing again and again and still the nostril/inner lips vertices went far up in the corners of the UV layout, which, as you can guess, made me take extra time to carefully join those vertices with the ones in the middle.
Now I’m sure I will be much more comfortable with unwrapping next time.
As for the modelling - you’re right, the corner of the eyes are a bit too wide, that’s what I was suspecting. I’ll work on the cheeks too.
When you’re working on your project every day you get too much used to looking at your model that you can easily lose the criticising eyes.
So thanks again for your advice and suggestions!
I gave it a normal map. I wanted the lips to have natural bumps but did not want the skin to look too rough.
I also pushed in the vertices around the ends of the eyes and the cheeks so that they look a bit rounder.
I find it difficult to give it any more details in texture like others do, probably because of the photos I have at hand.
Comments and crits are welcome.
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This is looking great. Some comments:
- I think you’re going to want to tone down the bump a bit on the cheek area - that’s a guess, really, since I can see pores on the relatively low-res image.
- The lips look great. You might add a bit of an concave curve to the top sides of the upper lip, I can’t be sure from the front view only though.
- I might be seeing some green tints in the color map - veins? Maybe a bit strong.
- the earlobe is not quite right, somehow - but not out of the range of possible. Pull it in a bit, I’d say.
These are nit-picky crits. This project is coming along very nicely. Are you still in mirror-mod mode? If so, getting to the point where you’ll have to break out and add asymmetry.
Eku:
Thank you for your comments.
You seem to have been reading my mind, because you’ve been answering what I was wondering.
- Actually I didn’t really like the bumpy look of the skin but thought it might compensate for not having details like wrinkles and freckles, so having read your comment I was happy to make it smoother.
- I pushed in the upper lip a tiny bit and pulled out the lower lip so that the both ends meet at the same points. Very minor changes though.
- Well the green lines on the neck were veins, which I made less apparent. The tints on the sides of the head have also been improved now, I hope, if it still looks greenish it’s poor lighting.
- Yes the earlobes… I thought they were too fat. I made them thinner and pushed in a little bit.
I’m still mirror editing. I may add some asymmetry when I give it eyelashes.
Here is my update. I also turned on SSS to see what comes out.
I think I’ll start doing eyelashes/eyebrows or continue modelling the dress.
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Wow. You’re really doing a great job with this, she’s coming along very nicely. Mouth looks great, and I especially like the eyes - they make her look “alive,” which is, as I recall, the point of the contest. The earlobes are somehow still not quite right, though - I think just pulling the area in back of them up a bit would help. The SSS looks pretty good at that level; play around with it to see how it affects the image when she’s more close-up, though: SSS works against your texture mapping/bump mapping, so what might look good from far away tends to get washed out when you get into higher detail/closer-up images. Also: pay attention to spec. I’m having a devil of a time of it myself; getting spec just the tiniest bit wrong is a dead “that’s CGI” giveaway. Same with bumpmaps. Again, very nice, can’t wait for the final!