Virtual actor/actress

I am still working a lot on my trailer project, but the work on virtual actors is starting to become a project on its own. I have just done a complete overhaul on the face, and it is starting to look a bit more okay. In fact it is starting to remind me of Faye Dunaway in the 1973 Muskeeters movie. I think it’s those piercing eyes…


Comments are very welcome, as I am still working on improving it before I put it to use (I use a temporary, far less nice face for now). It will NOT use subsurface scattering, as the rendering time for animation would make it unusable. But other than that, let me know what looks off to you or could be done better/differently!

Huh… Forgot to turn on raytraced shadows… Looks… interesting…

Fiddled with it on the side the whole day. Seems I endd up creating Principal Strickland from Back to the Future! The ears stilll need a lot of adjusting, by the way, I sadly know that…

Some light test:

I just… couldn’t help myself…


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Definitely not there yet, but I think I am starting to glimpse the uncanny valley from my balcony…

At the moment it is undistinguishable whether this is a woman or a man. Could be both, but it leans more on the female side. Mainly because of the smaller jaw and the jawline. Other things are: the eyes are too far apart from each other. The cranium needs to be wider. There is no philtrum. Other than that good improvement.

Edit: I should express more clearly what I meant regarding the philtrum. You should have a look how the transition from the nose to the lips is. And how the philtrum is connected to the nose and the lips. Also how the philtrum looks in the side view. Hope that helps :slight_smile:

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Thanks for the comments! The model is not gender defined, and is meant to spawn models of either gender down the road (I hope for a ‘family tree’ style use to make models), and it has been swinging wildly back and forth. Your verdict of female is interesting, and thank you for elaborating on it!

There is a philtrum, a rather deep one at that, so that comment makes me worry. Is it just that the shadows make it hard to see, or is there a matter of edge definition, I wonder. Thanks for drawing attention to the issue! As for the eyes, it started out almost Marty Feldman-ish, so I guess I have a tendency there. Gonna squeeze them together more, thanks for the notice!

Can you provide a frontal and a profile view for the head in orthographic view? It isn’t that easy to see proportions from an angle and in perspective view.

There is a debate whether it’s better to work in perspective or orthographic view. But I would opt for orthographic view for modeling, because it’s closer to the 85+ mil focal length, which photographers use for head shots.

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Reconstruted the philtrum, which was anchored to the outer edge of the nostrils and had to be anchored to the inner. Adjusted some eye stuff, fiddled with materials, and overall minor fixes. And added TEETH which, ironically, makes him/her look less realistic, because they need a whole bunch of work on their own. If I break enough eggs, at some point, I should get an omelette…

Well, I got a material based set of eye brows to work, but… I’m getting a lot of 3D anime vibes, and I’m not sure I like it. Maybe I’m just getting close to the Uncanny Valley or something but it makes me nervous about future results…

Moved one step closer. I think the skin and main facial parts are now in the uncanny valley, but the eyes and mouth are still waaay too mannequinish. Gotta poke around that a bit tomorrow, right now a kitten seems to have crawled into my basement…

Edit: Ears need tending to, too, but it’s not a priority right now…

I would recommend sculpting heads first and study some anatomy. Your next head will be better than the last and at some point its on a level you want. After that you can be worried about materials and so.

There are some good tutorials for sculpting heads on youtube. I am currently doing exactly that, one head after another.

Also the difference between male and a female head is at least for me quite hard to get.

I can post a pic of my current one if you want.

nice improvment; the eyebrows area is too much forward,

@ArtPomelo Yes, pics, pics, give me clay to ake my bricks! (oh, it rhymes!) I never got into sculpting, it seems to intuitional, I’m old school and math-y, I like edge controls and loop management. Also, there seems to be some discipline and patience with sculpting that grinds my personality. But show me yours, yes yes, it gives me ideas! As for male and female, IME it’s about brows and cheekbones. Very simplified, big brow+small cheekbones = male, small brow+big cheekbones = female. Big both = brutish, small both = frail, sickly. Just a theory, tho. But yes, future versions should be better, that’s the plan. I am getting sorta satisfied with this slowly, tho, may start doing the upper bpdy soon,

@islara1 Do you mean the brow hairs or the brow-ridge skin? It’s an area giving me some headache, so any pointers are welcome!

it’s too early to judge the hair, i mean the bones shape if you can imagine them

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and may be applies to the sheeks puff, after a second thought, re-check the actors’s side view picture

Cool, I’ll take another ook at it. You did comment on the latest version above, tight? The one in the Back to the Future pic is an older one, there have been adjustments since…

I didn’t quite understand what you mean by that, could you elaborate?

yes i looked in the latest one and i think it needs more “volume down” i think this is the right statment to describe it, sorry i’m not a native speaker may be photo will help more (re-check these two areas from the side view)
haur

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