If you make the head separate, you open up the possibility of creating additional head variants in the future. Plus you can add optional facial hair, effectively doubling the number of head variants again.
Are There Any Portly NPCs?
#51
Posté 09 mai 2014 - 02:41
#52
Posté 09 mai 2014 - 02:43
Hm. Ya I guess I should stop being such a cheap bastard and do it right.
Apparently "heads" in nwn2 mean head and neck, so I have to leave a huge V-neck cut out of the body.
I believe I have some reading material on this though.
#53
Posté 11 mai 2014 - 12:53
Little more movement on this project

He's a little goggular right now but when I finish the eyes (you have to form the eyelid flesh around the eyeball)
it's a simple matter of widening the face to match the eye indents. At that point it's also a simple matter to move cheek bones and
mouth corners to have multiple different shapes and sizes of heads. Ditto for the nose, but it needs ears first.
#54
Posté 11 mai 2014 - 01:56
Is this in 3DS Max?
#55
Posté 11 mai 2014 - 02:42
#56
Posté 11 mai 2014 - 03:25
So I think I am about down with the basic face. As you can see lots of connective muscles in the mouth nose zone to allow for him to look realistic and make an expression (although I am sure his expression will be static, but different for different heads).
Notice as well that I am starting to fill out the face, he is less alien looking in some respects now:

Notice that double-chin is starting to drop... he's beefing up.
I would ask that if anyone has a good side/front pair of reference pics of a very fat and round faced dude that they add them here.
Just regular photos are fine they don't have to be all marked with grids etc. I will simply mimic the lines of a good real life fatty and then adjust them
to make my own fatty face model.
Thanks.
#57
Posté 11 mai 2014 - 03:43
Is this in 3DS Max?
by the looks of the pictures i would guess so.
@eguintir: ever thought about using sculptris or blender to build your meshes like with clay? it totally frees up your mind of the technical difficulties from modeling with polygons. afterwards you retopologize your model - personally i found that easier and faster. also those two apps are free and worth a try ![]()
#58
Posté 12 mai 2014 - 12:16
Honestly I think my capacity to do new things just to mod is at it's limit. If you can vouch that blender has a shallow learning curve, I would. If not I really can't say I am interested in using yet another program that I have to learn.
#59
Posté 12 mai 2014 - 10:56
I did a search using "fat man" and found some interesting head shots that you might like to see:-
http://www.bing.com/...t man&FORM=IGRE
A model face from that search: http://www.bing.com/...electedIndex=25
Lance.
RABBIT AWARENESS WEEK: http://midkentanimal...eness-week.html
#60
Posté 13 mai 2014 - 12:17
Those guys are helluva fat, but no front and side portraits. I cant make a 3d model out of a 2d without doing a lot of guessing.
Semper what do you think? Easy or not to blender?
#61
Posté 13 mai 2014 - 12:33
Looking good ...
I did a search using "fat man" and found some interesting head shots that you might like to see:-
http://www.bing.com/...t man&FORM=IGRE
*Shudder*. That's me having nightmares for a week then. ![]()
#62
Posté 13 mai 2014 - 10:26
*Shudder*. That's me having nightmares for a week then.
Sorry, those links should have come with a warning!
Your comment is still making me laugh.
Lance.
#63
Posté 13 mai 2014 - 04:33
Semper what do you think? Easy or not to blender?
you should take my words with a grain of salt because personally i like to fiddle around with editors and toolsets of all kind. after a few days of practice and watching video tutorials you should be on a level to work with every new application. if you're confident with 3dsmax there shouldn't be any serious problems besides the missing stack (if you heavily rely on that) and the different ui. there are literally thousands of free blender video tutorials. anyway, i recommended those two programms because of their sculpting capabilities. if you don't have a tablet or a similar pressure sensitive touch pad there's no need to switch horses ![]()
#64
Posté 21 mai 2014 - 11:20
Any update?
Just wondering if you managed to get any further with your project?
Cheers,
Lance.
#65
Posté 25 mai 2014 - 01:17
I'll post a pic of this hella fat face today maybe
#66
Posté 26 mai 2014 - 11:22
I'll post a pic of this hella fat face today maybe
OK
#67
Posté 28 mai 2014 - 02:49
I rue the day imageshack.us stopped working. Picasa is acting extra stupid now too.
Anyway... progress? I think yes. But I'm going to have to look at some pictures to finish off and tweak it to be more natural. I also kind of screwed up the nose trying to change its shape and width. Feel free to comment on anything I might be over looking in this sculpting process.

Got him some jowels, even a back of the head fat roll almost, and of course the mandatory double (triple?) chin. No discernable neck? Check.

- rjshae aime ceci
#68
Posté 29 mai 2014 - 12:24
It's somewhere between John Candy and John Goodman (with maybe a bit of John Pinette).
Is it just me, or do there seem to be a lot of fat actors called John?
- Eguintir Eligard aime ceci
#69
Posté 29 mai 2014 - 11:34
Lance.
#70
Posté 29 mai 2014 - 01:17
I just realized he could be a fat albert as well thanks to NWN2s tinting options, I automatically have african-faerunian options.
#71
Posté 04 juin 2014 - 01:29
Since I am about to add some ears and finalize my adjustments to this mesh, I was wondering if anyone has tutorials that could help with me texturing this head, or even textures to recommend. Anything that would help with the 2d portion of the graphics would be great.
I have much 3d tutorials I can find but this texture stages seems less straight forward. GIMP based would be nice, but I am sure I can adapt techniques from any tutorial.
Thanks
Kind of a semi update: just rounded the face and added a leno chin.
The nose is kind of elluding me for now but it looks really good from the side. Odd!

#72
Posté 06 juin 2014 - 02:26
Will nobody hear this souless fatty's cry?

#73
Posté 06 juin 2014 - 02:56
I hear you, but am keeping quiet to allow others to give you feedback, as it is outside my knowledge. So, while I may not post in response, know that I am watching closely in the hopes that others may give you advice.
Cheers,
Lance.
#74
Posté 07 juin 2014 - 10:26
As my post was not appreciated for what was intended it has been deleted.
#75
Posté 08 juin 2014 - 11:54
As you can see the loops follow the basic muscles and skull shape of the face, this allows for proper animation and also means less pollygons are needed to define the features properly. I see people suggesting you use a sculpting app and retopologize, I would strongly advise against that. It won't help you with your tools and you will find it very daunting learning sculpting and retopo tools and then having to work with poly tools anyway later on in the pipeline. Start with poly tools then move on to sculpting once you can build what you are trying to quickly and easily.
not to disagree with you, but imo people had have a hard time with pure polygonal modeling back in the days. it's difficult to wrap your brain around box modeling or polymodeling, especially if you are new to all that and don't know a thing about edge loops. even back then your first priority was to get the volumes right before wasting time on correct edge loops - which is basically the exact thing you do while scultping. today 3d is so successful and accessable because there's no need to study correct loops for weeks. just get your mind focused on the forms and create something interesting. afterwards it's way easier to get the edges where they have to be if the volumes are already finished (retopo). yes, that knowledge is still needed today, but sculpting frees you from the fear of the white canvas - there's no planing needed. you can't make errors and you won't run into dead ends.
to add something to the topic: there's clearly good progress visible, from alien to a fat human being with ears. personally i would wide the nose brigde, smooth the nasal wings and set the eyes further apart. right now the center of the face is too clamped. also the philtrum seems to push outwards, instead of the other way forming a dent.





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