Head modeling

modeling
characters

(Tcherdoni) #1

Hello

I have to model a character head for a painting of Da Vinci “la vierge aux rochers” of the Louvre.


I’m trying with makehuman without a good result. By sample the forehead and the greek nose are not well managed. The eyes are very big and the eyelids are huge!
Could I get a better result using another character modeling software? Daz Studio, Iclone…?
Thanks for help.


(FlyingBanana) #2

You could try Manuel Bastioni Labs and it works inside blender directly so no switching or exporting required. It has quite a bit of customization available but I think for something like this it would be something that would require more fine tuning after getting a model close to the right proportions and then just edit or sculpt the remaining details. http://www.manuelbastioni.com/


(Tcherdoni) #3

Thank you. I installed Manuelbastioni lab. But it’s very difficult to use it because this addon is absolutly unergonomic. In Makehuman we have images to show what the cursor is doing. In manuelbastioni you have to read complicate attached words to understand what to do. By sample “upperlefteyelidclosed”!!!
Manuel Bastioni has to work on this problem. I’m personnaly visually impaired and known here as the maker of tactile reliefs for the blind people. I’m working with the windows full screen magnifier so I can’t see simultaneously the cursors and the model. I’m searching for an easier way to make the characters.


(finalbarrage) #4

No no no… Stop, stop it! Thats the last thing you should do, start over, you’re on the wrong track.

You inspired me to write this article, cause i see so many people making this mistake.

read it, if you dont, read it in a month and regret you didnt read it the first time.


(sozap) #5

Hum, maybe by using proportional editing on the makehuman mesh you can get closer to the original.
There are also other approach : https://www.youtube.com/watch?v=uYOL6qg1NuU
This one looks interesting too : https://www.youtube.com/watch?v=BsFj1-fvbkA
https://www.daz3d.com/forums/discussion/53103/faceshop-is-now-called-headshop-shipping-at-daz-commercial

Of course, using these tools depends a lot on how close you want to be to the original, there is a trade-of here between accuracy and quick/easy result as finalbarrage pointed out. But maybe you don’t want to spend years of training before finishing your project :smiley:


(Tcherdoni) #6

Thanks for your help. Working only for tactile models to be printed in 3D, my model has to be like the origninal painting. I have not to work to make realistic images. My work is the interpretation of the work. The painters are masters of illusion. By sample in this cas, Vinci has painted the face of the angel without any purpose of reality. Nobody has so huge eyes!!! And when I’m triyng to make 3d, it becomes very difficult to keep both likeness and trueness of the character. At the end, the face will be only 3cm high in the tactile model. Mapping images, textures and so on is easier to keep the likeness. I’m speaking here about sculpture. All the wrinkles have to be modelled.
I think at the end that the best way is to work with Makehuman to get an aproaching basamesh and then work with the tools provided by Blender: sculpting, proportional editing…
I have still a question about the import of mkh model. After finishing the pose I duplicate the mesh, apply the modifier to keep the pose. But when I am unparenting the duplicated object, it does’nt keep the transformations : scale, rotate move. How can I keep them?