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 Subject: [WIP]: Male head with modeling steps

petz_e opened this issue on Jul 28, 2008 · 42 posts

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  petz_e    ( ) ( posted at 12:38PM Mon, 28 July 2008 


It's been a long long time since I really finished anything. I started with all kind of stuff but after some hours of messing around in Cinema I lost interest. Now I have some time again and really want to complete a couple of projects. This head for example started in December 2007 :)
Today I redid the UVs. Now I hope I will get the textures done before christmas. Chances are good...

I'm waiting for your moral backup

Patrick

www.patrickeischen.com

"Someday, you'll be cool!"

  petz_e    ( ) ( posted at 12:41PM Mon, 28 July 2008  · @3274541


And here are the brand-new uvs :)

Patrick

www.patrickeischen.com

"Someday, you'll be cool!"

  virtuallyhistorical    ( ) ( posted at 12:48PM Mon, 28 July 2008  · @3274544

 Looking good Patrick. Love your work so you better get this done... and before Christmas please!

Mak

www.makwilson.co.uk

  cartesius    ( ) ( posted at 12:59PM Mon, 28 July 2008  · @3274552

Looking really good so far!

/Anders


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  tantarus    ( ) ( posted at 1:32PM Mon, 28 July 2008  · @3274569

Great work :)

Tihomir




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  petz_e    ( ) ( posted at 2:16PM Mon, 28 July 2008 · edited on 2:18PM Mon, 28 July 2008 · @3274593


Thank you!

Removing the shadows and specular from the textures is really an art in itself! And so time-consuming. Here are some previous tries, they all failed miserable. It is so much easier with dark skin colors.

Patrick

www.patrickeischen.com

"Someday, you'll be cool!"

  kuroyume0161    ( ) ( posted at 2:59PM Mon, 28 July 2008  · @3274617

Very well done and considered.  Having proper frontal and side shots is critical when using a reference.  And then modeling with loops is perfect.  UV mapping and creating textures based off of the mapping - what fun! ;)

Can't wait to see the finished product!

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

Contact Me | Kuroyume's DevelopmentZone

  pjz99    ( ) ( posted at 4:39PM Mon, 28 July 2008  · @3274678

Topology looks pretty good to me, I'm curious to see a higher rez image of the control cage (working on learning character topology myself right now).

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  Locobox    ( ) ( posted at 10:26AM Wed, 30 July 2008  · @3275564

Interesting modelling & texture work!
:)

Hope to see it finished!

 


  petz_e    ( ) ( posted at 4:21PM Wed, 30 July 2008 · edited on 4:23PM Wed, 30 July 2008 · @3275741


Chances are good this guy will get his textures finished before christmas. Here is some progress. I still need to do a better job blending the textures together.

Patrick

www.patrickeischen.com

"Someday, you'll be cool!"

  petz_e    ( ) ( posted at 4:23PM Wed, 30 July 2008  · @3275742


And this is the lowest resolution of the mesh.

Patrick

www.patrickeischen.com

"Someday, you'll be cool!"

  cartesius    ( ) ( posted at 6:31PM Wed, 30 July 2008  · @3275776


Looks like a very clean mesh! The only thing sticking out is that pole you have under his chin in side view. Would it be possible to retopologize it like in the attached image?

/Anders


Gallery | Store | dogday-design.se

 

 


  petz_e    ( ) ( posted at 5:10AM Thu, 31 July 2008  · @3275939

Yes, I noticed this too yesterday when I uploaded the images. It seams that ZBrush inserted a few additional edges here and there. The area around the ears is a bit of a mess too, but that is my fault this time :)

Patrick

www.patrickeischen.com

"Someday, you'll be cool!"

  pjz99    ( ) ( posted at 12:41PM Thu, 31 July 2008 · edited on 12:42PM Thu, 31 July 2008 · @3276117

I see a few triangles also, those are OK?  Don't know if you are working with the "all quads" constraint.  Edge looping looks great to me.  The structure of the ears is really nice also.

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  petz_e    ( ) ( posted at 12:53PM Thu, 31 July 2008  · @3276122

Lol, ears are like hands. I made them one time and I now patch them into every model. That's why there are so many triangles around the ears. I would love to say that the head is modeled with quads only, but that's not the case. Triangles are not a problem if you know where to put them (the ear is a very good place to 'hide' them). N-Gons on the other hand are a problem, at least for ZBrush.

Patrick

www.patrickeischen.com

"Someday, you'll be cool!"

  petz_e    ( ) ( posted at 11:38AM Wed, 13 August 2008 · edited on 11:40AM Wed, 13 August 2008 · @3282302


Here I had a little fun in ZBrush. I exaggerated the details a bit since I'm not sure how good the displacement map will be picked up in Cinema.

For now I only worked on the mouth and chin part of the model.

Patrick

www.patrickeischen.com

"Someday, you'll be cool!"

  tantarus    ( ) ( posted at 12:39PM Wed, 13 August 2008  · @3282347

Fantastic work :)

Tihomir




Open your mind and share the knowledge!


  petz_e    ( ) ( posted at 11:37AM Wed, 10 September 2008  · @3297769


Hi,

I modeled a t-shirt and textured it. Maybe the head/shirt proportions are off or maybe it is a ZBrush thing. I still have to check it in Cinema. Now I need to model a quick piece of an arm, not doing a lower body...

Patrick

www.patrickeischen.com

"Someday, you'll be cool!"

  pjz99    ( ) ( posted at 1:14PM Wed, 10 September 2008  · @3297809

The head does look a bit large for the torso and shoulders, yeah.  Very nice T-shirt model though!

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  Becco_UK    ( ) ( posted at 2:54PM Wed, 10 September 2008  · @3297854

Nice modelling. Apropriate sized triangles cause no more problems than inappropriate sized quad polygons so I've never understood the preoccupation with all quad polgon meshes. All quads end up as triangles in the render engine!


  petz_e    ( ) ( posted at 7:04PM Wed, 10 September 2008 · edited on 7:04PM Wed, 10 September 2008 · @3297966

Quote - Nice modelling. Apropriate sized triangles cause no more problems than inappropriate sized quad polygons so I've never understood the preoccupation with all quad polgon meshes. All quads end up as triangles in the render engine!

I guess it would have been to easy if we could model everything in triangles and besides, where would be the fun :)

HyperNurbs although works best with quads and I think ZBrush uses the same algorithm when subdividing a mesh.

Patrick

www.patrickeischen.com

"Someday, you'll be cool!"

  pjz99    ( ) ( posted at 4:02AM Thu, 11 September 2008  · @3298141

I'm working on a head model myself, and I screwed up the topology at the corner of the jaw - it was a little too far forward of the ear and I needed to move it 1 loop towards the back - and you know, that was really damn hard to fix!  I had to beat on it for several hours before I figured it out.  I expected this to be hard, but this is harder than I dreamed!  Keep at it Patrick :)

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  petz_e    ( ) ( posted at 7:56PM Tue, 23 September 2008  · @3304079


I finally pulled myself together and worked on the face details.

www.patrickeischen.com

"Someday, you'll be cool!"

  petz_e    ( ) ( posted at 7:57PM Tue, 23 September 2008 · edited on 8:00PM Tue, 23 September 2008 · @3304080


EDIT: Does this image look oversaturated on your monitors? Looks fine on my notebook (normal skin tone) but on the desktop it looks way too reddish-orange.

Patrick

www.patrickeischen.com

"Someday, you'll be cool!"

  pjz99    ( ) ( posted at 8:10PM Tue, 23 September 2008  · @3304082

It does look pretty strongly red to me, and also there seems to be some strange stuff going on around the side and base of the nose and nostril opening.  There's a heavy dark spot on the front side of the ear as well.  Looks great overall though.

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  Becco_UK    ( ) ( posted at 1:38AM Wed, 24 September 2008 · edited on 1:39AM Wed, 24 September 2008 · @3304179

Nice work. Yes it does seem over saturated. Are the textures around the shoulders a bit stretched - not important though if you intend to cloth them with something in keeping with the characters rugged theme.  I think a nice plain subsurface scattering material would also look effective.


  FarawayPictures    ( ) ( posted at 2:03AM Wed, 24 September 2008  · @3304190

Very good work. Can't you give him a plaster though...it looks like he cut himself shaving.

PORTAL

  tantarus    ( ) ( posted at 2:47AM Wed, 24 September 2008  · @3304197

Over saturated on my monitor too :)

Tihomir




Open your mind and share the knowledge!


  petz_e    ( ) ( posted at 4:42AM Wed, 24 September 2008  · @3304214

pjz99: Ears and nostrils are tricky parts to uvmap and to texture. I still have to fix these issues.
Becco: Yes, the shoulder area is heavily stretched to keep the uvmap rectangular. But that's no problem, as it will be covered with the shirt.

There is a nice skin thread going on at cgTalk about how difficult it is to render good skin in Cinema (Title: "Skin, I wanna see some skin") Someone posted a solution which uses Sketch&Toon to get that red terminator in human skin. I might try this approach, but right now, all these "renders" are comming from zBrush.

Patrick

www.patrickeischen.com

"Someday, you'll be cool!"

  Becco_UK    ( ) ( posted at 5:03AM Wed, 24 September 2008  · @3304218

A checked work type shirt? I don't know much about Cinemas' sub surface scattering (SSS) but if it's a true volumetric SSS then you should be able to get a good skin (for a single layer mesh that is). I hope you be able to avoid the candle wax or flower coated look though!


  Becco_UK    ( ) ( posted at 5:13AM Wed, 24 September 2008 · edited on 5:14AM Wed, 24 September 2008 · @3304219

Some time ago Gongyla started a 'Cinema Skin' thread right here at Renderosity  that may be worth a read (perhaps the CGForum crowd should read this!) http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2654918&page=1


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