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Jan Ors head (Hi-Def)


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Posted

I'd probably add a few edge loops to the upper eyelids to make them look as smooth as the rest of the model (tip: flow connect for maximum speed), the low-poliness kinda sticks out there. :) Otherwise looking good so far! :winkthumb:

Posted

Here's a brief update... I've been re-working eye area-- it's getting closer to what I want.  I also did a quick hack at eyelashes just to see how they would make the eyes look better.  They're not the final lashes.

 

eyelashes_zps00b535b9.png

 

I plan to work more on her this evening after work...

Posted

Cool. Maybe you could include a wireframe overview on the next update? :)

 

As requested... A lot of the smaller polygon's along the centerline of the head will be reduced from 4 to 2 rows after I merge the two "symmetry halves"...

 

jan_wiremesh_zpsd3ceb4a5.png

Boothand, z3filus and Rooxon like this
Posted

Nice. Total vert count?

I don't recall... I'll check when I get home this evening. I'm working on the ear (last night & tonight)-- once I finish the ear tonight finishing filling out the face should go quicker.

 

In the end she will have to be 1000 verts per object... ;) I was planning to follow the JO/JA pattern where the face is detached from the head. Eyes will be separate objects. I'm definitely planning on normal maps... as well as try wrinkle maps. :winkthumb:

Posted

Make the lips less pinchy, think of an o shape that maintains curves when folded on itself instead of trianglular. The mesh seems kind of dense, which means too much time wasted tweaking verts, fewer verts mean faster control and less artifacts.

Tempust85 likes this
Posted

Make the lips less pinchy, think of an o shape that maintains curves when folded on itself instead of trianglular. The mesh seems kind of dense, which means too much time wasted tweaking verts, fewer verts mean faster control and less artifacts.

 

Thanks for your input.  I'm just planning to use this hi-density mesh for normal map generation... the mesh will have to be decimated of course to meet the game limits.  LODs are planned as well.

Posted

Ok... so the ear is just about finished. I just need to tweak a couple of things in the front view. Here's a screenshot:

 

jan_ors_progress_zps2d2cf1ae.png

 

@@eezstreet -- Because you asked...

 

The ear has 564 (quad) polygons / 581 vertices (So for two ears that comes to 1128 / 1162 ).

The face (in it's current state) has 1548 (quad) polygons / 1692 vertices.

 

Obviously the mesh will be decimated (for which I plan to use 3D-Coat) to meet the game engine limitations.

Posted

The game likes tris, not quads. ;)

Yes, I know... but it's best practice to model only in quads (ask anyone... just multiply the # of quads by 2 for total tris :winkthumb:). The dotXSI exporter triangulates the mesh.

Posted

The mouth doesn't look right, looking at the front picture.

In the front reference photo she is smiling slightly-- pulling the corners of her mouth back. In the reference side photo her mouth is completely relaxed. So I chose to follow it rather than front pic. Also, when I mirrored the front pic for symmetry it also distorted her upper lip in the middle.

 

Try this: Look in a mirror... completely relax your face/mouth-- then tell me that your mouth/lips also have a slight downward curve, yeah?

Posted

In the front reference photo she is smiling slightly-- pulling the corners of her mouth back. In the reference side photo her mouth is completely relaxed. So I chose to follow it rather than front pic. Also, when I mirrored the front pic for symmetry it also distorted her upper lip in the middle.

 

Try this: Look in a mirror... completely relax your face/mouth-- then tell me that your mouth/lips also have a slight downward curve, yeah?

Not like that, no

Posted

So here's a quick update:

 

jan_head_front_wip8-30_zpsf5405596.png

 

I attached the lips to the face mesh and worked on blending them in a little better... I still need to tweak around corners of mouth and "smile line" ...also I think her chin is a bit too squarish at the moment-- need to soften it up a little.

 

Disregard the wierd polys you see on the innermost part of her ear... those are internal to the ear and won't bee seen when the face is properly attached to perimeter of ear.

Bek, Boothand, therfiles and 3 others like this
  • 2 weeks later...
Posted

Ok... so I have the rest of the face filled in-- but I rushed it, so lots of vertices are out of place in the temple and jaw/cheek area. So there are many vertices to push into place.

 

I hope to have an updated screenshot soon.

Futuza and Bek like this
  • 4 weeks later...
Posted

I've been spending time trying to improve Tsvetan's dotXSI 1.1 (Star Trek: Voyager-Elite Force animation file format) importer script for 3dsMax. I plan to get back to Jan Ors next week.

Bek likes this
  • 1 month later...
Posted

Nice, though I can't wait to see how the finished head will look like! Not just modeled, but later in-game. I know I'll be waiting for some time, but looking at the current progress, it sure as hell is worth it!

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