Building a unique beauty, one moved vertex at a time.

BasisBasis Posts: 121
edited December 1969 in Art Studio

I know you can move groups of vertices around but I just can't seem to trust it enough to use it beyond start up.

I much prefer going symmetrical and moving mostly just one vertex at a time. Some times, lines and polygons if I need to do something more drastic.
Going that route can take many tens of hours of click-move-rotate. However, it's taught me some interesting techniques on getting a natural look to the face I'm building.

I also did some significant neck, body arm and leg sculpting, and cut my teeth of my first eye texture. I used a micro lens to take a picture of my eyeball and cleaned up the reflections. Once I learn how to change the eye color in a natural way I'm making other eye colors because it's kinda creepy seeing my own eyes looking out from a chic's face.

I even reconstructed the whole mouth (inside and out) so that I could pile on nearly any number of expressions and mouth poses without vertex bunching or clipping. That, by the way, took the most time.

She has big ears, teeth, long nose and jaw set further back then normal. I think I still made her look beautiful despite these features and possibly because of them (I had to learn how to adjust the rigging and use ERC freeze to keep the jaw in the right place do to the massive overhaul on face length.)

What do you all think? Does she look like something you'd buy?

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Comments

  • Canary3dCanary3d Posts: 2,032
    edited December 1969

    She's got an interesting look to her - and the expressions look fabulous. Very cool that you got them to work like that.

  • BasisBasis Posts: 121
    edited December 1969

    Thanks.
    Here's another one using the Lux Rendering plug-in.

    Portrait001b.jpg
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