Im currently working on a Realistic Portrait inspired by Kent Trammel’s tutorial series on Creating a realistic portrait.
So this is image is about 60% of the way through the tutorial series but after realizing the dimensions of my model are wonky I think this is as far as Im going to take it for now. Let me know what you think!
looking good, but you need to access the grooming tools and comb the beard so that the hairs are going in the right direction. i think the hotkey is N while in particle mode, to access the grooming tools. at least it used to be.
@Modron Thanks that really helped! Im also trying to figure out how to get rid of the controller hair errors. When I turn children on the hairs are populating where I want but the controller hairs are in the strangest of places.
you can edit the controller hairs individually if you go into vertex mode ( as opposed to edge or face mode )
(edit) it’s the same as editing a mesh, i think you have to tab into edit mode, maybe.
it is a start. skin material is very good already. … ears form is wrong. i guess from side view it looks right, but from front and back view it needs look somehow like a bowl rim. meaning, yours is way too flat… nose wings are attached oddly. without seeing the sideview, i guess the reason is nose is not going into the face, but sits on top of it… use reference fotos, at least two views, the more the easier is to sculpt… good start, keep going. … what do you mean dimension wrong? you can scale the whole anytime you want, to correct such issues. its no big deal, scaling. am i missing something?
admittedly my modeling could be a whole lot better. The ear has proven to be something foreign to me when it comes to topology. However the wing of the nose based off my reference sits off the skin like that making it more pronounced so I guess you could say that was intentional. This project was mainly to get better idea of the hair system and the SSS system. for the skin Im using Kent Trammell’s Tri-Layer Technique to simulate the epidermal, sub-dermal and backscatter. It seems to be effective. As far as the dimensions of the .blend I figured out that the reason I keep getting some many errors in my controller hairs is because of the actually scale of the mesh so it has been resolved.
Any advise on rendering hair would be much appreciated!