Capturing likeness- yt notes

  •  https://www.youtube.com/watch?v=Z7KLhtN8KvU
    • get the likeness in the silhouette first so it can be a reference for other features
    • build up the skull structure
    • front view
    • checking likeness
      • above or below for asymmetry
      • overlay 
      • take measurements
      • change lighting
      • do it often!
      • focus on the outline before you focus on the forms in one side
    • capture the silhouette at one angle, move it, then capture it again
    • silhouette information at one angle is internal information at another angle
    • develop features as you build it up
    • primary and secondary forms are where a lot of mistakes are made
  • https://www.youtube.com/watch?v=WskjAWLicBE
    • high res images
    • different lighting conditions and different angles
    • find a good front view first
    • (brought in a base mesh)
    • bring reference image in in spotlight
      • shift z makes it disapear or not
      • move w alt and right click
      • z on its own brings the wheel back
    • angle of view
      • use a really shiny material to see the mesh under the image
      • try and match your canvas distortion with your reference
    • focal length to angle of view in zbrush
    • find the centerline of the face to match with the center line with your model (rotation)
    • use the corner of the eyes to line the refrence up
      • no matter expression- the distance between the corner between the eyes always remains the same
    • head shape and size ten the other features
    • be agressive to get the overall forms into proportions. not likeness just proportions
    • understand anatomy to make sure you understand what's happening under the image to make sure it doesnt look flat
      • (eyes, mouth, ears) study the image 
    • study the reference as well
      • eyelids wrapped around the eye, how deep ear cavities are, volume of the lips
    • stay in lowest subd for as long as possible
      • teaches you anatomy skills- likeness isnt in the details
    • once theyve been moved in, clay buildup 
      • control 
      • going back over it with a low opacity smooth brush
    • side view
      • can be deceptive (not exactly 90 *)
      • again go based off of the center line of the image
    • blockout only in sub d 1
    • for each sub division match an image at front, side, and two 3/4th views
      • makes sure you get closer with each subdivision addition
    • now that its as close as you can get before really getting into details
      • morph target
        • delete all previous targets
        • store at 1st subdivision
        • back in geo, start subdividing
        • once youre happy go back to the lowest subd and switch the morph target
        • helps you retain volume without smoothing it out too much
    • think about their striking features (not necessarily on the anatomy but also how they act)
    • everything really comes together once its all there (all the aspects)
    • grayscale can make it hard to really see the likeness
    • key features for likeness
      • groove between the nose, that outlines the divide between the eye sockets, the nose and the cheek bones
      • forehead and brow line
      • bridge of the nose and the tip of the nose
      • shape of the lips and volume of the cheek bones
    • low intensity and large radius dam standard
      • to carve out the dividing lines between the muscle groups and between the bone and muscle on the face
    • enough volume in eyelids and under the eyelids
      • since the skin is naturally blue here it might look like shadow to your eye
    • hard to capture likeness with symmetry on but keep it on until the forms feel better
    • pbr render can help you get a better idea on how your model will react to lights and such
    • before detailing
      • 1-2-3-4 sud div all match the 4 different views- secondary forms and primary forms all match
    • stronger & defined details and features (i.e. major wrinkles) somewhere in between secondary forms and smaller details
    • {texturing x,y,z maps}
    • breaking symmetry at this stage, really small forms that make a person really look like themselves
      • bone on bridge of the nose sticks out on one side more than the other, crease in the browline is biased towards one side when they frown, fold of the skin that goes over the eyelids is affected by gravity and the shape of the eye socket
    • to judge likeness try seeing it in a different setting
      • when you're done for the day save the image onto a different device and looking at it later
    • changing material can help too
      • chalk can help you understand depth
      • shiny can help you get a better idea for when you go to render
    • middle aged men characters tend to have larger defined wrinkles on the forehead or in the corner of the eyes, or underneath the eyes
      • whereever is repeatably creased overtime when performing the 3 most common facial expressions (smiling, laughing, frowning) 
    • block out general areas where wrinkles will be, detailed more later
    • be very careful about the expression of your reference
    • muscle and fat retain volume, be aware of where it is shifting between different expressions

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