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From: Smws
Subject: Head test w/Wings3d
Date: 3 Oct 2006 19:30:01
Message: <web.4522f21babe691b3da53d9e40@news.povray.org>
After a couple of false starts, I have made my first decent head model in
Wings3d. Now I want to give it a good but simple texture. I have had
difficulty especially with the eyes. Right now they are modelled as one
piece, with a "bump" for the iris and lens and a hole for the pupil. I
think I will have to model a lens, is this what is usually done? I'm not
looking for photorealism, just sort of real-ish from 20 feet or something
:)

Will I have to resort to making a uv-map for the different flesh tones? Is
there a place I can find some to look at? I don't know how to remove
shadows from an image to get the diffuse pigment from a face.

I'm also at a loss on the "whites" of the eyes. They either look glowing or
plastic when I fiddle with the texture.

Also feedback about the modelling/proportions would be great.

If there's interest I can post the mesh for others to play around with, it
would be cc-attrib-share-alike.

-Stefan


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Attachments:
Download 'headtest002.png' (172 KB)

Preview of image 'headtest002.png'
headtest002.png


 

From: Random Pete
Subject: Re: Head test w/Wings3d
Date: 3 Oct 2006 22:10:00
Message: <web.45231703e4de19fd9cf609e10@news.povray.org>
> I'm also at a loss on the "whites" of the eyes. They either look glowing or
> plastic when I fiddle with the texture.

Try a semi-transparent surface (try a crackle pigment with a thin red band
at 0.0-0.05 or so in the colour map for the effect of blood vessels) with
some scattering media inside. Plus slight reflection & highlights to give
the impression of wetness.

For a realistic iris you'll want to layer some radial and spherical textures
with varying amounts of turbulence. Here's a good close up of an eye I
found: http://mysite.wanadoo-members.co.uk/journalspace/eye.jpg

I was trying to make a convincing looking eye recently (albeit one belonging
to a being from another dimension, however I was basing it on a human eye
just with very different colours). The iris was the particularly tricky
part. I didn't finish working on it since it didn't end up fitting into the
scene particularly well, but I'd like to use it elsewhere...

Pete


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From: Thomas de Groot
Subject: Re: Head test w/Wings3d
Date: 4 Oct 2006 03:17:27
Message: <45236007$1@news.povray.org>
"Smws" <smw### [at] poboxcom> schreef in bericht 
news:web.4522f21babe691b3da53d9e40@news.povray.org...
>
> Also feedback about the modelling/proportions would be great.
>

looking good! It's a difficult task.
As a rule of thumb, the eyes are approximately halfway between the chin and 
the top of the head in human figures. Your model in that respect, should 
have a slightly higher forehead. It looks a bit squashed now imo. Try it, 
you will see the difference!

Thomas


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From: Stephen
Subject: Re: Head test w/Wings3d
Date: 4 Oct 2006 04:25:01
Message: <web.45236eefe4de19fdf1cb1e660@news.povray.org>
"Thomas de Groot" <t.d### [at] internlnet> wrote:
> "Smws" <smw### [at] poboxcom> schreef in bericht
> news:web.4522f21babe691b3da53d9e40@news.povray.org...
> >
> > Also feedback about the modelling/proportions would be great.
> >
>
> looking good! It's a difficult task.
> As a rule of thumb, the eyes are approximately halfway between the chin and
> the top of the head in human figures. Your model in that respect, should
> have a slightly higher forehead. It looks a bit squashed now imo. Try it,
> you will see the difference!
>
> Thomas


very good.

Smws
You might want to try using an image map for the eyes. The poser sites
probably have a few knocking around. I know somewhere on my home PC I have


Stephen


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From: Chris B
Subject: Re: Head test w/Wings3d
Date: 4 Oct 2006 08:39:19
Message: <4523ab77$1@news.povray.org>
"Smws" <smw### [at] poboxcom> wrote in message 
news:web.4522f21babe691b3da53d9e40@news.povray.org...
> After a couple of false starts, I have made my first decent head model in
> Wings3d. Now I want to give it a good but simple texture. I have had
> difficulty especially with the eyes. Right now they are modelled as one
> piece, with a "bump" for the iris and lens and a hole for the pupil. I
> think I will have to model a lens, is this what is usually done? I'm not
> looking for photorealism, just sort of real-ish from 20 feet or something
> :)
>
> Will I have to resort to making a uv-map for the different flesh tones? Is
> there a place I can find some to look at? I don't know how to remove
> shadows from an image to get the diffuse pigment from a face.
>
> I'm also at a loss on the "whites" of the eyes. They either look glowing 
> or
> plastic when I fiddle with the texture.
>
> Also feedback about the modelling/proportions would be great.
>
> If there's interest I can post the mesh for others to play around with, it
> would be cc-attrib-share-alike.
>
> -Stefan
>

Hi Stefan,

Your model looks very good to me and I think the proportions are well within 
the range of possible variants.
The eyes do look a bit off. The eyeball doesn't seem to be as reflective as 
it should be. I think some phong would help a lot.
The pupils are very small, which doesn't correspond well with the face being 
mostly in shadow.

If you don't need closeup shots you could try the POV-Ray CSG eyeball at:
http://www.telinco.co.uk/c_bartlett/povperson/head/index.htm
There are settings on the web page for dark brown eyes.

Regards,
Chris B.


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From: Thomas de Groot
Subject: Re: Head test w/Wings3d
Date: 4 Oct 2006 10:03:27
Message: <4523bf2f$1@news.povray.org>
"Stephen" <mcavoys_AT_aolDOT.com> schreef in bericht 
news:web.45236eefe4de19fdf1cb1e660@news.povray.org...
> I don't know, it looks very like a few people I saw while working in
> Nigeria. Not that I'm arguing with your rule. I think that the model looks
> very good.

Indeed. As said, it is a rule of thumb, for average heads (at least that's 
what I learned in drawing classes), but there are slight variations around 
that. Still, I believe it is very close to that rule.
We need the *ex cathedra* from a *real* artist or anthropologist :-)

Thomas


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From: Smws
Subject: Re: Head test w/Wings3d
Date: 4 Oct 2006 13:00:00
Message: <web.4523e866e4de19fdda53d9e40@news.povray.org>
"Stephen" <mcavoys_AT_aolDOT.com> wrote:
> "Thomas de Groot" <t.d### [at] internlnet> wrote:
> > "Smws" <smw### [at] poboxcom> schreef in bericht
> > news:web.4522f21babe691b3da53d9e40@news.povray.org...
> > >
> > > Also feedback about the modelling/proportions would be great.
> > >
> >
> > looking good! It's a difficult task.
> > As a rule of thumb, the eyes are approximately halfway between the chin and
> > the top of the head in human figures. Your model in that respect, should
> > have a slightly higher forehead. It looks a bit squashed now imo. Try it,
> > you will see the difference!
> >
> > Thomas


> very good.

Wow, if it comes close to resembling people you've seen I'm very glad.

> Smws
> You might want to try using an image map for the eyes. The poser sites
> probably have a few knocking around. I know somewhere on my home PC I have

>
> Stephen

Thanks for the hint. I have found some eye textures and I may end up doing
that- but I still want to fiddle around with procedural textures a little
more.
-Stefan


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From: Smws
Subject: Re: Head test w/Wings3d
Date: 4 Oct 2006 13:10:01
Message: <web.4523e9d2e4de19fdda53d9e40@news.povray.org>
"Thomas de Groot" <t.d### [at] internlnet> wrote:
> "Smws" <smw### [at] poboxcom> schreef in bericht
> news:web.4522f21babe691b3da53d9e40@news.povray.org...
> >
> > Also feedback about the modelling/proportions would be great.
> >
>
> looking good! It's a difficult task.
> As a rule of thumb, the eyes are approximately halfway between the chin and
> the top of the head in human figures. Your model in that respect, should
> have a slightly higher forehead. It looks a bit squashed now imo. Try it,
> you will see the difference!
>
> Thomas

Yeah, other people have said that too. It looks a little strange to me too.
The thing is, when I modelled it I made sure to follow that guideline (it
was drilled into me in art class :))- here is a side view to show that the
eyes really are about halfway between the chin and the top of the head.
Perhaps I have the highest point too far back? Perhaps it's camera angle?
What do you think?


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Attachments:
Download 'headtest003.png' (82 KB)

Preview of image 'headtest003.png'
headtest003.png


 

From: Cousin Ricky
Subject: Re: Head test w/Wings3d
Date: 4 Oct 2006 13:50:00
Message: <web.4523f361e4de19fd43a5e2560@news.povray.org>
> "Smws" <smw### [at] poboxcom> schreef in bericht
> news:web.4522f21babe691b3da53d9e40@news.povray.org...
> >
> > Also feedback about the modelling/proportions would be great.

"Thomas de Groot" <t.d### [at] internlnet> wrote:
>
> As a rule of thumb, the eyes are approximately halfway between the chin and
> the top of the head in human figures. Your model in that respect, should
> have a slightly higher forehead. It looks a bit squashed now imo. Try it,
> you will see the difference!

It looks well within normal range, especially considering the tilt of the
head.  I find that the half-and-half rule holds when the head is positioned
such that the tops and bottoms of the ears are level with the eyebrows and
nostrils, respectively.


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From: Smws
Subject: Re: Head test w/Wings3d
Date: 4 Oct 2006 14:30:01
Message: <web.4523fd94e4de19fdda53d9e40@news.povray.org>
"Random Pete" <pet### [at] gmailcom> wrote:
> > I'm also at a loss on the "whites" of the eyes. They either look glowing or
> > plastic when I fiddle with the texture.
>
> Try a semi-transparent surface (try a crackle pigment with a thin red band
> at 0.0-0.05 or so in the colour map for the effect of blood vessels) with
> some scattering media inside. Plus slight reflection & highlights to give
> the impression of wetness.
>
> For a realistic iris you'll want to layer some radial and spherical textures
> with varying amounts of turbulence. Here's a good close up of an eye I
> found: http://mysite.wanadoo-members.co.uk/journalspace/eye.jpg
>
> I was trying to make a convincing looking eye recently (albeit one belonging
> to a being from another dimension, however I was basing it on a human eye
> just with very different colours). The iris was the particularly tricky
> part. I didn't finish working on it since it didn't end up fitting into the
> scene particularly well, but I'd like to use it elsewhere...
>
> Pete

Thanks for the picture. It looks like it will be pretty complicated if I
make it a procedural texture, but here goes...


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