Critique for head

THIS IS WORK IN PROGRESS AND IS NOT COMPOSITED CORRECTLY.
The background is only there to show the environment.
Help with hair and lighting especially would be nice.
Thanks
[jenifersTest]www.geocities.com/jbalducc/UnNamed.html?997341728281.jpg[/jenifersTest]

lets try again
[image]www.geocities.com/jbalducc/UnNamed.html?997341728281.jpg[/image]

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I'd say reduce the specularity on the head, make it softer try some of the skin shaders on Highend. Increase the specularity on the eye's (try giving them a separate light of their own), give the hair more body, it's too close to the skull right now, try upping the res on the texture maps, and adding in more detail, a bump map with some skin blemishes (not horrible scars, but normal imperfections such as pores, maybe a small pimple or two) would really help to sell the character..

Hair would be helped with another layer or two of geometry. Lighting, if you're using that as the final background should have a more vertical, less washed out look. If this was done in Maya, I'd use the spherelights (in the scripts section) and the background texture could be mapped to the sphere. Give them a total of about .5, then get a backlight with .25 for the hair, try to rimlight it so it doesn't have the hard black borders it has now, and a fill light perhaps .25-.3 intensity coming from the upper left of the viewer. The shadow on the trees should have a similar intensity to the shadow on her neck...

Thanks for the input- well supported points.
Here is the original without the speckle light that is to emulate the trees. I think that the spec of the head is low enough- maybe that light is a bad idea?
Also I will turn up the eye lights and fix the rim light and shadows and add volumn for the hair.
So you cant see the skin and hair bumps?

I suggest you make a spec map for the face. She looks a tad too flat now. Also, her eye's need some specular reflection as well, she kind of has a startled look on her face.

-Lancelet

Ok. I will not comment on hair or lighting - sorry. I just want to give a couple recommendations (sp?) for future modelings.
-The side edge of mouth where upper and lower lip meet is far too edgy. It makes it look stiff and unnatural.
- The eye balls might be too big. I used to do this a lot. With big eyeballs you end up with funny shape on the edge of the eye. diameter of female eye ball is 26mm ~ 1 1/16" or something. Not much variation.
- The sides of nose go in too deep. It looks like invisible man is sneezing her
- the edge of the jaw could be softer than it is at the moment.

I didn't mean to push you down. The work is good anyway. good luck

heikki anttila

http://www.projectkerosene.comhttp://www.projectkerosene.com