So im looking at some cool realistic human faces on CGTalk’s gallery http://forums.cgsociety.org/forumdisplay.php?f=121 and wonder why i haven’t seen many of these done in blender if not at all. I check out some tuts of realistic head modeling for other programs and it looked kind of easy.
so now i’m all fired up to create my own realistic render of my self just as a well… study.
These are some tuts iv found for referance on creating my head
It’s always a good idea to start with yourself but expect people to wonder why you keep touching your face all the time when you’re on the computer though…
You should defenitely start with this reference written by TorQ. The edge loops show here are the way they should be. Follow this one exactly using your reference and you’ll have a great model.
hmmm I’ve just realised I’ve made the front of the face totaly wrong. you see on the poly image on the third post has a ring going around the bottom of the mouth to the nose . i don’t have this so its making it really hard to model all the main features. as i want to do this properly i am now going to restart my model… never mind
Ouuh head moddeling. I hated it because it was so hard to get a good topology ^^
Here some tips:
as you have shown a picture in one of your former posts, you should look at your topology. Perhaps try starting this way:
a single plane
extrude it to get the first edge loop (eyes, mouth or so)
create second plane for mouth or eyes, and then connect both of them by extruding end welding to get a “connection-edge-loop”
creating your own face is a quite good idea - use a mirror and good lighting in your room to see the details (they are usually not visible in pictures of your face)
5)the important parts of your face are: eyes, mouth, nose - try to moddel them detailed, and you will find out that your face looks similar to your real face
perhaps this works. This is only one of multiple possibilities, but it is the one that works best for me…
and dont give up the first 20 times (i gave up O.o)
Thanks for the replies (especially you N-gon:rolleyes:)! Sorry I’ve been a long time to update. Been doing things and trying to work out how to get multiple map textures onto the face which took me a long time. eg the normal(bump), and secularity.
the bellow is where i have got so far… still need to neaten up the UV map, model, hair and the big eyes more. basicaly everything!
I don’t know why because it seems to line up all right, but the neck looks insanely small. The lips look a little big. The skin color is a little off, you seemed a little more white, but the render kinda looks hispanic. The eyes look a lot bigger than the ones in the picture of you. You have no ears. And last, could you add just a quick hair particle system so we could see what it looks like? all you do is duplicate the areas of the skull where you want hair, then seperate it from the mesh, then make it a particle system. It should only take 5 minutes or so depending on how detailed it is.
I dont really get these kind of “photo realistic” modelling attemps, I’ve never seen one that works, or acomplishes much, in all honesty charicatures teach you much more and challenge you much more as well. Good job on the clothing textures though,
may i say that the top of the head in that model seems to get wider all the way to the top, than comes in at a very gradual angle. What i think is happening is that you are not accounting for the fact that the head, actualy tapers in above the eyes/ear. It looks like you are not taking into account the thickness of hair at the top of the head. It is thicker as it goes twards the top (on the sides), so it will angle in instead of continualy getting wider.