Modeling a head?

This is my first study of modeling a human head. This is a rough-out and I am still trying to figure out how to do the eyes and mouth. A special Thank you to TorQ for his thread https://blenderartists.org/forum/viewtopic.php?t=21066&highlight= that made sense of it all.

I want to eventually make it look like a very old man and animate it. My question is to those of you with experience in modeling and animation. With rendering speed versus quality of render in mind, (It doesn’t need to be too realistic)

Is it better to add as many details to the model such as wrinkles and contours before the texture?
Or
Is it better to keep the model plain (lower poly count) and add the textures – maybe bump maps etc?
Or
Is there something totally different from what I am asking?

http://www.imagehosting.us/imagehosting/showimg.jpg/?id=8977

http://www.imagehosting.us/imagehosting/showimg.jpg/?id=8981

It looks good but it will be hard to animate. You should think about the “flow” of the forms in the face and follow these. I know it sounds fague but after you’ve taken a (clay) moddeling course you ll know what i mean.

Your right, it is vague. Do you have any links for an explanation or tutorials?

I followed the edgeloop system which if I understand it right, will be more natural for facial animation.

http://www.imagehosting.us/imagehosting/showimg.jpg/?id=9329

The end of the nose looks strange - a little pinched at the nostrils…

The eyes are slanted down - they would look better more level from corner to corner.

I would advise using a mirror, or google some facial images as a proportion reference.

As to edge loops… I’ve read about them, but don’t understand them either - mostly for lack of experience with animating meshes.

Hey man,

I hope you dont mind, but i took the liberty of drawing all over you rpicture, but hopefully some of the info will help improve your face.

http://picserver.student.utwente.nl/view_image.php/51S1R0X4K1MN/p.jpeg

I suggest taking a look at some finished wireframes to get a better idea of the
lineflow you want to achive.

This is just a half’ass example because its still WIP, but here is the head that im working on now in wireframe.

http://picserver.student.utwente.nl/view_image.php/NE34750EQBBX/p.jpeg

Which so far is giving this result:

http://picserver.mirror.twistspace.com/img.php?/ZPCKO5H6376S/M96YN1XZJR05/JPEG/1093397765//04vx

Like i said, WIP and probably not the best example of good edge loops, but iit’s gettin’ there.

You may also want to try the “Box” method for modeling the head, it will help you sus-out the proportions at the begining in proxy stage before you add too many lines of detail. But this is a good method as well.

Anywayz, hope that helps, and happy blending!!! :slight_smile:

Matt

Blend on, and blend well!!!

Bapsis

I hope you dont mind, but i took the liberty of drawing all over you rpicture, but hopefully some of the info will help improve your face.

It is very much appreciated!!!

As to Box modeling, I prefer to build point to point. I get too confused with box modeling. Point to point seems more natural for me.

Thanks

Bapsis,

I notice that your renders are smooth which goes back to my original questions.

Is it better to add as many details to the model such as wrinkles and contours before the texture?
Or
Is it better to keep the model plain (lower poly count) and add the textures – maybe bump maps etc?
Or
Is there something totally different from what I am asking?

I’ve made a (fairly great-looking in my opinion) head, using the edge loops technique. In my experience, adding wrinkles into the mesh before texturing is easy, but long and boring. Using a wrinkled texture may actually be easier, but you’d probably need something like UV mapping or whatever it’s called. I don’t know, I tried it once and got confused. So I stick with adding wrinkles and features into the mesh.

I posted this in a thread in FP, so forgive the duplicate suggestion: I found a great step-by-step tut here. Gives a good description/example of edge loops. Recommended!

BTW, great looking model, Bapsis!

I would definatly get all of the modeling completed before texturing, so you can unwrap the final version and texture it. As for the wrinkles it depends on how detailed you want the char. A simple bump or displacement map may be all you need, but personally i would model the wrinkles.

Good luck, and post your results!!! :slight_smile:

Matt

Blend on, and blend well!!!

mzungu , Thanks, thats a good referance.

Bapsis - I agree, especially after finding this site. This guy is incredible.

http://www.antropus.com/english/home1.htm

Check out his tutorials and web site. He’s working for a Startup Animation studio called omation. Though it’s a startup, they’ve made some pretty big movies and TV animations ie: Jimmy Neutron, Ace Ventura, Bruce Almighty etc. This is their first full feature animation called the Barnyard, due out next year.