View Full Version : female head

Blu Ego
03-13-2003, 04:52 AM
I'm new of this forum
and I'm glad to see some of yours works.

Here I posted 3 views of my new model, a very W.I.P., what do you think?
I'll really appreciate criticism :)


P.S.: Sorry for my bad english :p

03-13-2003, 10:02 AM
Looking good so far...
Could you post a wireframe for an easier critique?

(... and don't worry about your english... it's fine.)

03-13-2003, 10:30 AM
Back of the head slopes off too much. The apex of the head should be at the ears.

Here's a basic reference:

There are better ones out there, I'm sure, but this should help.

Blu Ego
03-14-2003, 01:46 AM
Thanx Zara, you're right, I already made these changes, but I lost them :mad: last time, roar.
So don't worry, I'll remake all the work as soon as possible.
Thanx another time to all of you

Blu Ego
03-14-2003, 02:39 AM
Ops, I forgot the screenshots :p


03-14-2003, 08:37 AM
clean wireframe.

I think the neck is too skinny... would add to the front of the neck below the chin a little.. but not too much. She just looks slightly anorexic... unless that is what you're going for.

keep going!

03-14-2003, 01:19 PM
I like the model. Very clean and very logical order of the isoparms.

A little tweeking and you should have a great model!

Personally I would like to see the face a little wider and the back of the skull higher.

Good luck!


Blu Ego
03-18-2003, 07:36 AM
Thanks to all of you guys, I found your comments very helpful, now I'm working to correct the problems you notice ;)
I'll post some images as soon as possible.


03-19-2003, 01:41 AM
Shaded view is excellent.

I have few comments about the wireview...That`s tru, that it is very nice, and evenly spaced. But I think it`s very hard to animate.

The edges doesn`t follow the natural flow of the muscles. Look at a mirror, and yo may check immediately, what I`m talking about.

It`s great, that the mouth, and eyes have circular loops, but the face topology is not correct.

The rim of the eye loops (i.e the outmost circular loop) should be connected to the mouth rim loop. And from the nose there is a muscle (which is very-very important in facial gestures) running on the side of the nose, and later on the side of the mouth, until it reaches the jaw.

I`ve attached an image of Bay Raitt, illustrating how the loops should run.

If loops are well placed, the model has better outlines, and the model is better animatable.

I don`t know what method you used modelling, at first it looks like standard box modeling. For stills, it`s perfect, but for easy animating, the cheeks are not well defined.

Check out Bay Raitt, ambient-whisper (Martin Krol I think) timelapse videos. And the MOST IMPORTANT rule is that do not let the rule drive your hand...Sometimes people (sometimes me as well) try to modell after wire references...It`s wrong. You have to find out how the edges should define the forms. And if the edges are well layed out, the model will look good.

Keep on goooood work...And use your mirror...I have mine on my desktop as well...


Blu Ego
03-19-2003, 03:39 AM
I already have a mirror on my desk, but how I can see I'm wrong something :(

The picture you posted (fantastic!) is not very helpful, without an exaustive explanation, I hope to find more infos

Probably I have to add some detail between the mouth and the noise to recreate that muscle you tell about, I'll document more ad I'll retry. Thanx a lot

I'll not surrender!!!! :cool:

P.S.: I made all the job with a combination of patch and box modeling. My technique derive from NURBS modeling, so I always try to use the minimum number of possible patches

03-19-2003, 04:04 AM

I`m talking about the muscle that crosses the bridge of the nose, runs down along the nose, near to the mouth, down to the jaw.

Check out this link:
Ambient Whisper`s great tutorial (http://ambient-whisper.cgcommunity.com/Tutorials/facial/Page-1.html)

It has a good explanation of where the loops have to be placed.

Explaining Bay`s image, I tell, that the most important thing about loops, is that they follow the natural flow of the muscles. You see there is a drawing of a flattened face, with the necessary flows. The eye, the mouth has a radial (oval-like) structure, but the muscles which are pulling the upper muscles of the mouth area are almost paralel with the nose.

The best way, if you pick up photos, and try to lay out the main contours of the face (muscle lines, wrinkles as well) You`ll see soon a very nice flow of edges...

Blu Ego
03-19-2003, 05:13 AM
AAAHHHHHHHH!!!!! Now I understand the mistake!!!!
You're right, this is a great help, thank you j3st3r ;)
Fortunately it not seems so complicated to modify the wire.

Well, we'll see ya later!

03-19-2003, 09:49 AM
I`m glad that I helped.

Now you will see, that the model will have character. And one more thing. The eyes...

Check out Syomka`s post on cg-channel. He had posted lot of wires. I think, he`s one of the best modeler ever. His wireframes are little dense to me, but very inspirational..

Blu Ego
05-09-2003, 06:42 AM
Ok guys,
Finally I found the time to make some modifies to the wire and reshape the head, according to your comments.
I must do some tweaking again, but this is the result until now:

TO the next!

05-12-2003, 04:28 PM
Wow. The changes made a good difference.
There's someting Greek about the face, but I can't really place it.
Looks good, though.

11-08-2004, 05:28 PM
Zarathustra, not sure.
I think it depends on the person. See example,