[img]http://img69.echo.cx/img69/5416/comp17ep.jpg[/img]
This is a study i decided to do, basically its just a way to improve my head modelling. Normally i would look at other people's topography to do a face but i thought i'd try and do one where i figured it all out myself. I'm reasonably pleased with the result, here are a few views and a mesh.
The actual model came from a sculpture by Alessandro Algardi
[url]http://www.artrenewal.org/asp/database/image.asp?id=13335[/url]
because its on an odd angle i had to keep rotating the model to check whether it was correct (I also used a front and side phtoto of Ian Holm as a quick guide). Nearing the end when i was doing the neck i wasn't as accurate as the face itself so its a bit off.
I'm planning on continuing the rest of his hair and hood (that was what drew me to the sculpture in the first place) and perhaps even do a full body and scene if its going well an i don't lose interest.
Great work so far, but a few things stand out for me. His lower eyelid seems to stick out further than his top eyelid which looks kind of odd to me, I think normally the top eyelid sticks out further, so maybe just pull it further down and back following the curve of the eyeball. He seems a bit more jowly (chubby) in the photo of the statue than in your model. Lastly, the area between his nose and his eyes seems too prominent and looks like it should be pulled back and given more depth.
thanks for all the suggestions, i'm yet to really adress them properly yet because i moved on to the body. i should hopefully get around to tweaking them soon though.
i decided to give him some armour and eventually develop the whole body
[img]http://img296.echo.cx/img296/7506/torso1web8qm.jpg[/img]
thought i'd post a slight update, took off the mirror by altering small parts of either side. I uglied him up even more in the process though. plus an opportunity to try a different rendering style to normal
[img]http://img138.imageshack.us/img138/1928/whole11xw.jpg[/img]
just a quick general tip. the seperation of the muzzle and cheeks, the line that runs from the nose to next to the lips generally forms a gradual definition in and out. So... ascii art to demonstrate! something like:
...---=====---...
other than that, it usually curls down with the flow of the muzzles muscles rather than the cheeks. The smile line forming muscle [:)] oh, and bunk up your shadow res!
That's really cool. The detail around his mouth and chin are amazing. My only concern is that his nostrils in the front view look like they have a sharp edge. Besides that I think it looks freakin awsome.
Makes me want to go and practice some high poly face modeling.