No eyelashes because 1) they would make it harder to judge the shape of the lids 2) I have reshaped the lashes to match up with the latest round of tweaks to the eye shape.
And a version without the placeholder brow geometry so you can see how that area is shaped, where the contours and highlights actually fall.
Thanks! I agree with you on the mouth, but for the other thing, while that image says it’s a golden ratio template, I think it was just drawn to look like one. The proportions look a little off and when I overlay it over human faces, it is off consistently in the same ways.
However, it did get me thinking of another route I could take. I put some colored markers over her face on another layer in photoshop (I actually did this a couple times with different focal lengths), then brought in photos of faces to compare where where the markers fell on their faces. Long story short, you’re right her mouth is a little wide. I was comparing her mouth width against the inner edges of her irises, since I know that’s where the corners of the mouth should meet. However, while the eyes looked like they were the correct width apart to me, they were a little wide apart as well.
I’m mostly surprised by how small and how low the mouth is. There’s a couple other problems with considering the golden ratio as the measurement for perfect beauty in general, but it was nice of RSEhlers to look for references to help out, and the golden ratio is a popular idea in artistic and plastic surgery communities, even if it’s controversial how accurate it is as the one true measurement of beauty, or whether it’s more of a bunk science.
Following the math blindly resulted in the study discussed above where the Centre for Advanced Facial Cosmetic & Plastic Surgery concluded this as the perfect female face:
Looks a little creepy and inhuman. Someone involved in the study should’ve probably taken a step back and asked themselves “But do I think this is pretty?” before showing it to the world. Anyway, I’ve seen a lot of variety to pretty faces, so I’m unconvinced there’s ONE mathematical ideal, especially when I see faces made less attractive by attempts to photoshop them into the golden ratio.
Though I notice some “golden ratio” faces definitely look different than other “golden ratio” faces. There seems to be a certain amount of subjectivity involved, if even just in how the math should be applied. Golden ratio fans really like skinny noses though. That’s consistent at least. (Poor Rihanna, what did they do to your beautiful face?).
Among many problems with the “golden ratio face”, the fact that the proportions are extremely Caucasian and optimized exclusively for someone of Scandinavian descent makes me very uncomfortable with the so-called “perfect face.” It’s at best close-minded to say there’s only one perfect set of facial proportions, it becomes something much more unpleasant when you start to go consider the kind of people who’ve historically insisted on a “perfect set of features superior to all others”
Yeah, that tends to be the most vocal argument against it, for good reason.
I wasn’t sure if it would seem unreasonable to point that out when the character I was asking for critique on had European features anyway, but figured the Rihanna image makes the point obvious on its own.
That looks really cool !
You can use the golden ratio to see how far you’re off of these “ideal” proportions, but nothing strikes me as off. On the contrary it looks really clean. Some small adjustments will only give a different face IMO.
I think it’s hard to judge a character without proper facial expression, colors, hairs…
You can start to define these a bit and maybe you’ll want to adjust the face a bit more at that point.
When I work on some modeling I’m never completely convinced until I start to add some materials, textures, lighting… even if we are supposed to be able to judge only the mesh and get a feel about how it will look textured, I always find it difficult.
It’s like judging a character from a T pose or posed, it really give a different feel even if it’s the same character…
What can be a bit unnatural here is the lack of details on the face, and the very neutral expression. But that’s part of the process , you should start the next stage and see how it goes !
Thanks! I’m glad you like it. I do have a vertex color mock up that I made to give a rough previs what she could look like with skin if that gives you a better picture what she looks like, but yes proper textures, face rigging, and hair are still further down the pipeline. I felt the other shader made the forms clearer with less distraction, so that’s what I used in the post. I’ve been checking her with both shaders as I work.
I definitely agree about the lack of details on the face. Those are planned for the high poly sculpt (You’re also right about the expression, but I plan to face rig that away). This is only the base mesh with subdivision, no multires sculpting yet. (Although the nasolabial fold could probably have a bit more depth in the basemesh, but it’s a tricky area to get right).
You’re probably right that I’ll want to tweak more things in later steps, just want to make sure I’m working from a base that stands on its own before investing too much time in texturing and rigging.
these are examples of beutiful faces ,note the camera lens isnt an fisheye lens
the lens makes and brakes an female face for me
saoirse is so nice with fat in her face
when the photographer uses an wide lens and she lost 40 pound its so different
That’s looking really good !
You can always use some shape keys to test things out non-destructively.
Or do some test in a painting app.
It’s also possible to add a few temporary bones to test head orientation, give the eyes some directions.
The idea is to get a different view so you can see your work in a different context, that can help to spots some areas you want to tweak.
As there isn’t really obvious mistakes you can go further and do small adjustments later !
Thanks. Yeah, I’m a big fan of shapekeys for for nondestructive modeling. I basically use them as sculpting layers (though usually for box modelling) often in combination with weight paints. I kind of over do it.
Great !
It’s a really good workflow, especially in production when you get notes from different people and need to test things, find a middle ground between each experiments.
It really change my way of working when I started doing that ! That relieve the fear of screwing things