Old Man Head Sculpting Test

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Old Man Head Sculpting Test // Work in Progress

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Post by RichLevy // Jan 16, 2009, 11:40am

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Base head model done in TS 7.6. Sculpting done in TS. I am still trying to fibure my way around. Learning how to get the best from the Soft Paint Brush too is the key to getting good results.


I'll keep toying around with this on and off over the next week to see where I can get this to go.


Rich

Post by TomG // Jan 16, 2009, 11:45am

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Very nice indeed! Wherever you go with this, it is going to be awesome :) Thanks for sharing, and watching this one to see more!


Tom

Post by MadMouse // Jan 16, 2009, 11:57am

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Very nice piece of modelling there Rich. SHOW ME MORE:D

Post by trueBlue // Jan 16, 2009, 12:18pm

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Very nice Rich! :)

Post by rjeff // Jan 16, 2009, 12:51pm

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kinda looks like Captian Picard!

Post by kena // Jan 16, 2009, 12:52pm

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lol - I was thinking Patrick Stewart. (who played Picard ;) )

Post by RAYMAN // Jan 16, 2009, 2:13pm

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Looks very good Rich !

Looking foreward to seeing more ...:)

Post by RichLevy // Jan 16, 2009, 2:36pm

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Thanks guys, all of the nice comments are appreciated :)
Make it so :D ah, the captain would be proud...
I hadn't thought of him while I was modeling this guy, but I do see the resemblance now :)

I am playing around with the neck... I made the lights a tad bit more harsh so that I could easily see where my work was going. Neat tools for a free program, I am surprised more people do not play around with them. I have never used ZBrush or Mudbox, I am only familiar with Silo and Modo... these are not as slick as those, but certainly usable and pretty fun to play in.
You do need to experiment a bit to get the feel of them.

I am debating on whether I should try to stretch the neck down some or whether reducing the traps muscles might be better... I like the general flow (though I better dig up a good reference at this point) he looks to massive for someone of his age range.

Rich

Thanks Rayman, Kena, rjeff, TB, MadMouse, TomG... always nice to have an audience to show off too :)

Post by MadMouse // Jan 16, 2009, 2:42pm

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Thanks Rayman, Kena, rjeff, TB, MadMouse, TomG

Credit where credits due mate:D

From this shot I'd agree with you the the neck is a little short, and the brows a little pronounced maybe?
might just be a result of the harsher lighting though.

Post by Mr. 3d // Jan 16, 2009, 2:53pm

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Looking forward to watch his evolution !;)

Post by RichLevy // Jan 16, 2009, 4:18pm

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From this shot I'd agree with you the the neck is a little short, and the brows a little pronounced maybe?

might just be a result of the harsher lighting though.


Brows are still a thing I need to play around with. I am still trying to figure out how to get those nice fine facial lines with the TS tools. I might just use the TS hair for the eyebrows... I don't know, I am still trying to decide where this is going to go. :)


Nice to have your comments Mr. Mouse :D


Rich

Post by tahnoak // Jan 16, 2009, 4:23pm

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Wow, very impressive Rich.

Post by RichLevy // Jan 16, 2009, 5:44pm

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Last update for the night.

I like the direction he is moving to.

Forehead needs wrinkles

nose needs some work, it's too clean and smooth.

ear is still a long way away from complete.


I have some ideas on where to take this character but I need to finish the modeling, uv it, than play around with Parva's real time shaders...


Rich

Post by Jack Edwards // Jan 17, 2009, 11:59am

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Beautiful work as always Rich!

Post by RichLevy // Jan 17, 2009, 7:04pm

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Thanks for stopping by and saying hello Jack.


Some updates. Ignore the eyebrows, I keep going different ways trying to figure out what I want to do. I am thinking bushy eye brows, I am going to try them in TS Hair... see how that works for now.

Ear is done.

Neck is stretched to where I think it should be.

Face is about done, I am worried about messing it up.


To Do:

Neck, the front got trashed stretching the neck

Wrinkles on the forehead

I want to play around with the Displacement Brush and see if I can get finer details in with that. If so, I would like to do some

crows foot type wrinkles around the eyes

veins thru the forehead, neck, chest and back of the head.


Body:

I think I am going to do the whole body, this guy just begs to be animated... Imy mind races with all kinds of ideas for him, and his missus :)


Thanks for bearing with the slow progress.


Rich

Post by MadMouse // Jan 18, 2009, 2:31am

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Once again Rich... looking great.

Post by splinters // Jan 18, 2009, 3:31am

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Great work Rich and shows real hope for tS as a sculpting tool if we could get a bit more control over it. We have Spacenavigator support now and pressure sensitive tablet support would no doubt help this type of work.


Still, you are showing it can be done and excellent work it is too...:banana:

Post by Finis // Jan 18, 2009, 5:45am

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Very good.


What TS tools have you been using to do this? Old fashioned point editing of an SDS control mesh? Workspace tools?


I'll be able to do things like this when I have a little more experience ... about 100 years more. :D

Post by Steinie // Jan 18, 2009, 6:02am

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Rich, This is really a fantastic display of the workSpace tools and your talents.


I think your ear is missing the "antihelix and fossa" if you wanted to improve them.

I'll be following your project with delight.

Post by RichLevy // Jan 18, 2009, 6:07am

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Thanks Finis and PAul for stopping by and commenting.

@ Finis

Technique used, WorkSpace side.
SDS, soft selection, Soft Paint Brush and some random point editing to clean up the base mesh when things start going hay wire :)
SoftPaint Tools:
Smoothing
Height Add
Height Subtract

Adjust the Magnitude (small amounts, keep the slider to the left till you get the feel)
Sharpness (left slider keeps the lines crisp, right the brush is more spread out controlling more of the mesh)
Flow (slider to the left side unless you need to get lots of build up on the mesh quickly)

@Paul
I wish there were decent tablet support, I don't see that happening any time soon though... too bad.

Rich

Post by RichLevy // Jan 18, 2009, 6:11am

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Rich, This is really a fantastic display of the workSpace tools and your talents.


I think your ear is missing the "antihelix and fossa" if you wanted to improve them.

I'll be following your project with delight.


Thanks Steinie


I would argue that they are there (I had to do a Google search to find out what they were :D) I just did them very badly :). Thanks for the heads up. hehehe


Rich

Post by marcel // Jan 18, 2009, 8:12am

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I'm not used to compliments. but I do not hesitate a second to congratulate you. Even a small effort for the ears and nostrils. :)

I know these parts (with hand and foot) are difficult to do.

I would like to see the first wireframe before the SDS.

Post by RichLevy // Jan 18, 2009, 12:32pm

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Thanks for the compliment Marcel. I appreciate your view.


I was reluctant to show the base wire, I am sure you know how they can get very disorganized looking when working from the SDS levels. Mine needed some cleanup to make it presentable. Organic modeling and SDS are made for each other, though you really need to exercise discipline when modeling.


Base mesh 3711 polys

SDS Level #1 16K polys


Rich

Post by marcel // Jan 18, 2009, 1:18pm

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It's interesting to see the start of work. when using the sds, I am sometimes forced to extract the final surface to improve the details. From there, I repeats a sds. I hope to see the result on the next Caligari gallery. :)

Here is my 3d head. May be an idea for your final render...

http://www.crea-vision.fr/html/illustrations/ex-portrait.htm

Post by RichLevy // Jan 19, 2009, 7:13am

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I's be a pirate, that's what I beeee... arrr... me mately...


It's not the direction I was heading, but it does fit I guess. Latest update. I think the modeling stage is done for now. I want to learn my way around some of TS's other tools before I revisit modeling this guy further along. Lots of great characters are in this head very tempting to take him in many different ways...


Looking at uv's, textures and some animation.


Rich

Post by marcel // Jan 19, 2009, 9:09am

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Just a problem with the nose. What do you think with this?

Post by RichLevy // Jan 19, 2009, 9:16am

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Which do you mean? The indent to the right part of the eye socket and the base of the nose? Or the rendering artifact above the eye? The indent is probably a bit much, I got a tad bit heavy with the subtract brush and it went a touch more than I liked. It is more visible on this side of the mesh than the other side, my lighting for modeling purposes has one side very light and the other side more in shadows to take advantage of the 2 lighting conditions.

The rendering artifact keeps reappearing no matter how many times I move things around up there. It disappears than reappears for no apparent reason :o


Rich

Post by marcel // Jan 19, 2009, 9:37am

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I am not sure to understand what you say (i am french).

the wrinkle that starts from the mouth to the nose stops above the nostril in my example. perhaps it is possible to edit manually each point .....

It was just a suggestion. The model is good :)

Post by RichLevy // Jan 19, 2009, 9:46am

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Ok, I missed that :) Let me see what I can do.


Rich

Post by RichLevy // Jan 19, 2009, 10:29am

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Thanks Marcel
I really like the results from your Crits.
Well, that is fixed... with each session like this I am slowly moving the face away from what I had.
I have to play around with him some more to try to get back that look and feel. This is why I rarely ever get a model finished :D I am too anal about what the mesh looks like hehehe.

The Soft Paint tools in TS are really very powerful and are worth the time to learn. I am very ,impressed with what they can do with your geometry. SMOOTH TOOL is something I have been asking for , for years, and here it is :)

Tips:

get a powerful graphics card, I am using a 8600GF 512 mgram unit. It is pretty smooth with meshes up to 100k or so for SoftPaint , SoftSelection and SDS.
Get a mesh with enough geometry to work with. This mesh has 3700 polys at base mesh, 15000 at level#1 sds. I would consider this the approximate poly density to work with the mesh and get good results.

Practice, and have some fun, keep the Magnitude, sharpness and flow low to start and practice adjusting them to get good results.

Rich
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