Development > Artwork
Human Head Model Proves A Headache...
Destructavator:
Hmmm...
Well, it seems I can't model a human head very well...
I was trying to make some new heads for the new soldier models I created, it didn't come out too great.
I first created the texture on the high-poly version of an imported head from MakeHuman, took snapshots (the first two pictures below), then attempted to plaster the two pictures onto a low-poly head, shown in the last pic below, and as you can see it looks a bit disfigured.
Something tells me there's a better way of doing this in Blender that would give better results.
Destructavator:
With a few shape adjustments, this one might look a little less revolting...
odie:
Destructavator,
Yupz, 2nd one indeed looks nicer.
Have u experimented with playing with the shape of the chin??
Some of the folks have sharper chin (and maybe even looked like a arching banana of sorta) whilst some have a squarer chin. Maintaining the 'tallness' of the face looks good. Try a few chins' variations? :D
Once u got those going, modifying the eyes (wider, smaller, colors) will be the first notifications (as the old chinese saying goes - the eyes defines the window to the soul). Many RPGs online also worked on giving different eyes which almost changes how the character 'looks like' alot.
Then working on the lips (thickness, arching upwards / downwards - giving a serious or sad or emotionless look).
Lastly, the eyebrows also plays quite a part (3 varieties? Thickness - Thick, med, thin almost 1 liner).
:D
Oh, in case where these were inspired....
http://www.worldthinktank.net/pdfs/FacialRecognitionCountermeasures.pdf
(Along with many of the links within)
Mattn:
nice - looks a lot better already.
Destructavator:
OK, I finally figured it out, and got a really good generic head in Blender, with a high-detail texture on all sides mapped onto a low-poly mesh. This model has a vertex count of only 109, and edge count of only exactly 300 (not intentional, just a coincidence).
Adding scalp hair and varying the features should be rather easy - at this point, now that I know how to do it, it should be easy to make lots of different heads now.
I'm going to separate this .blend file from the soldier body models, and upload it soon, just as a backup.
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