Critic my first head model

Here is my first model of a female head, please critic my work.

http://photobucket.com/albums/v374/weiqicu...ent=Headone.jpg

And if anybody can suggest a good hair fashion, i'll be grateful!

WQ

It is a typical start. At this point there isn't much to say. You've shown you know the software enough to make a head, now start refining it. You might want to use a material with more specular highlights. This will make it easier to see the surface contours better.

Hope this helps,
Urp

i would just start anew its no point in refining forever.

How about that hair dude heh? Anybody can suggest a hair model for this lady?

I was thinking about making hair for her (via. PaintFX) and then making a body for her. I know her skin looks smooth which represents alot of polies, but no, mostly I used the sculpy surface tool to apply the shape of the head. As for the smoothness, that's also the sculpt surface, when the option is set to smooth.

So how about that hair dude heh? (seriously, I need suggestion for the hair!)

Thanks for criticizing!

WQ

Skin Smoothness?

Sorry, but I think we are talking about two things. I am referring to the material properties of the head. The skin appears to be made with a lambert material, which looks sort of dull and flat. Try a Phong or Blinn material which appear much shinnier. The little white hightlights will help you see the contours of your surface better while you model.

PaintFX can be used for hair. It isn't the best solution, but will work fine.

Urp

Weiqicui, I'm going to be harsh, but feel free to return the favor when I post my head model soon.

Here's what I can see:
Take Urp's suggestion about using a blinn material to accentuate the shape of your model. Makes things easier for you and us.

My head model got a lot better when I started using a large focal length on the perspective camera (75ish). You get less distortion when looking at closeups.

Tighten up the anatomy. Even if you're going for something highly stylized, good human anatomy will take away the 'alien' look.

The eyes are too far apart. One 'eye-width' between the eyes. Five 'eye-widths' for the head.

You're probably trying to keep it simple, but pretty eyes need separated eyelids. On the outer side, the top eyelid overlaps the bottom. On the inner side, there's that pointy, red fleshy part.

Three big structural changes: The ear should be attached to the head (not creased along the front). The nose needs some nostril action. And the lips need to blend into the inner mouth, at the corners turning inward instead of coming to points.

I highly recommend Osipa's book "Stop Staring," as it shows the basic mesh structures that will help make these features look right.

She'd be prettier if the chin were a little narrower and a lot more smoothly rounded.

The part of the lips that will be red needs some careful shaping. It looks like you tried to line up the corners of the lips with the pupils of the eyes. This is correct, except that, as the eyes are too far apart, the mouth is too wide. Try drawing an outline of what you want the red part to be shaped like, then make a curve to match the shape, then place it over your head and pull your head mesh to match the cv's.

As for hair, unless you need the model right away, I'd hold off until you finalize the shape. In terms of hair style, it's hard to say until we (your critics) can better distinguish character and ethnicity. In terms of technique, if you need it soon, I'd use a simple nurbs/poly job (one big glob of hair). It's faster and easier to shape than paintfx, and it'll fit your model (smooth and sorta cartoonish). Longterm, I'd consider joealter's shave, as you can get realistic results and it's easy to animate, though you can expect extremely long render times. Another popular solution employs many sheets of polys, easy to animate if you hook them to a cloth simulator.

Oh, and don't use the sculpt surface tool. Ick. You want to keep your proxy mesh simple and use either subDs or polyproxy to get the smooth version. There should be few enough points on your proxy shape that you can position them manually.

Thanks, I like getting criticized harsh, it makes me think more.

I'll make the certain changes as you said and see if it appears prettier.

And about the material: You're right, I haven't set any materials so it's the default Lambert.

Thanks to everyone who criticized!

WQ