Is there any need for classic Hollywood G9 head morphs?

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  • AOBBAOBB Posts: 957

    @DoctorJellybean - I don't plan on making a morph with Frank Sinatra's likeness in the near future. I have a list of 20 leading ladies and men (10 of each) in my mind that I plan to make and that is more than plenty. Afterwards, I'll take a nice break and then I was thinking of making a couple of "character" actors for G9 such as Peter Lorre, James Cagney and Edward G. Robnson. We'll see. Life has its own plans. wink

  • nonesuch00nonesuch00 Posts: 18,120

    Gene Kelly, if he intigues you. Ginger Rogers & Fred Astaire? Suggewstions, not more, if you are looking for notable classic theatre faces. 

    And sorry, but who is baby face?

  • frank0314frank0314 Posts: 14,048

    Babyface is an R&B singer and record producer if that's the one you mean.

  • AOBBAOBB Posts: 957

    In this case, Babyface is Jean Harlow's head morph's name. "Baby" was Jean Harlow's nickname.

  • AOBBAOBB Posts: 957

    Violet G9 - Elizabeth Taylor:

    https://www.daz3d.com/gallery/user/6420504982323200#gallery=album401753&page=1&image=1307031

    She turned out very well, so I am quite proud to present her for your viewing pleasure. smiley

  • AOBB said:

    Violet G9 - Elizabeth Taylor:

    https://www.daz3d.com/gallery/user/6420504982323200#gallery=album401753&page=1&image=1307031

    She turned out very well, so I am quite proud to present her for your viewing pleasure. smiley

    My main reference for the lady in question was as Rebecca the Jewess in the 1952 movie Ivanhoe.  She was a knockout in those days.

    I must say, you absolutely nailed it with this one, ma'am!

  • nonesuch00nonesuch00 Posts: 18,120

    Your Elizbeth Taylor is tailored just right. She looks like she just won the role for Cleopatra in your sculpt. 

  • AOBBAOBB Posts: 957
    edited September 2023

    @Eustace Scrubb - Thank you! laugh I haven't seen "Ivanhoe". I have just read the Walter Scott book when I was a teenager. Of course I remember nothing now.

    I have just looked up Elizabeth as Rebecca and yes, that is the period I was aiming at: Ivanhoe, Giant, Father of the Bride. She was stunning back then!

    @nonesuch00 - Thank you so much! You are right. While the model itself represents Liz from the early to mid fifties, her makeup and hairdo (to a degree) are much more Cleopatra and the sixties influenced. Never mind, as long as she looks good...

    Post edited by AOBB on
  • They look lovely AOBB, I do look forward to playing with them (which is the only thing I'll be using G9 for). Although G8's version of Elizabeth Taylor is lovely and I am looking forward to rendering images with her...this version looks more accurate to the way she looked in the role my mother named me after - Taming of the Shrew's Kate. As soon as my life decides to calm down I will get renders done for all of your morphs. In any case, beautiful morphs and lovely images to go with. Keep up the excellent work. 

  • AOBBAOBB Posts: 957

    @K8sGraphics - Thank you for your kind words, Kate!  Your mom had good taste - Elizabeth Taylor's role in Taming of the Shrew is considered one of her best. I think Liz and Kate would get along nicely. Two strong characters.

    It will be a while before I'm done with these morphs. Right now I'm stuck on Gregory Peck. Somehow he's not working out so far. Sigh.

    Sweetheart G9 (Marilyn Monroe) on the other hand is looking much better than her G8.1 counterpart, which I thought was a real mess. I'm really taking my time so the sculpts are at least decent and hopefully, I can truly make them shine. 

    Please don't feel obligated to do the renders of all the characters for G8.1 that I sculpted. I would be totally satisfied to see just one or two of them. smiley

     

  • Seven193Seven193 Posts: 1,080

    DoctorJellybean said:

    Frank Sinatra soon? smiley

    Lots of memorable faces from the Rat Pack:
    Frank Sinatra, Dean Martin, Sammy Davis Jr., Joey Bishop, and Peter Lawford.

  • AOBBAOBB Posts: 957

    Marilyn Monroe (Sweetheart G9):

    https://www.daz3d.com/gallery/user/6420504982323200#gallery=newest&page=1&image=1307253

    I might do one day Frank Sinatra as he is linked to Ava Gardner (love of his life), who will be a part of my Classic Movie Collection as well as Grace Kelly (High Society). I am trying to make a collection of stars who acted together, so you can make renders of movie scenes.

    I am usually a pretty slow sculptor, so I have to be picky about whom I choose to sculpt. I will focus only on those stars who truly had impact on cinematic history. smiley

  • nonesuch00nonesuch00 Posts: 18,120
    edited September 2023

    AOBB said:

    Robert Mitchum (Tough Guy G9):

    https://www.daz3d.com/gallery/user/6420504982323200#gallery=album401753&page=1&image=1307264

    smiley

    Good job, I can see the famous squint. Is Clint Eastwood in the cards? He would seem to be difficult.

    Post edited by nonesuch00 on
  • AOBBAOBB Posts: 957

    Thank you, nonesuch00. No, I have no plans on doing a Clint Eastwood likeness in the near or even more distant future. I want to focus now on the actors of the 1940 - 1950 period. There is plenty of great performers there to sculpt.

  • AOBB said:

     I am trying to make a collection of stars who acted together, so you can make renders of movie scenes.

    Hope that means we're getting Kate Hepburn and Spencer Tracy + Fred and Ginger at some point.

  • AOBBAOBB Posts: 957

    I was told that Katharine Hepburn's family is very protective of her image and tends to be quick to take down any of her likenesses. If you google Katharine Hepburn's name you will find no 3d models of her floating around the net. Only lifecasts and some traditional sculptures.  Although I make freebies and have no intention of profitting (directly or indirectly) from the likenesses that I make, I prefer to steer clear of dangerous waters, so no, I won't be making Katharine Hepburn's likeness which also probably means no Spencer Tracy either.

    Fred and Ginger - possibly at some point. smiley

  • wondergirl0706wondergirl0706 Posts: 19
    edited September 2023

    Okay, yeah that makes sense. Wouldn't want to anger any of their estates. 

    Another question: Are either of the morphs you did for G9 (Vivian Leigh and Sophia Loren) going to be included in the pack, or are they separate?

    Post edited by wondergirl0706 on
  • AOBBAOBB Posts: 957

    I am remaking Vivien Leigh (Scarlett G9) and she will be part of the bundle. Sophia Loren will remain separate. I am also doing a Clark Gable head morph. No points for guesing what his head morph will be named. laugh

  • wondergirl0706wondergirl0706 Posts: 19
    edited September 2023

    AOBB said:

    I am remaking Vivien Leigh (Scarlett G9) and she will be part of the bundle. Sophia Loren will remain separate. I am also doing a Clark Gable head morph. No points for guesing what his head morph will be named. laugh

    Oh right, Rhett! I'm looking foward to seeing the ones that haven't been announced yet.

    Post edited by wondergirl0706 on
  • nabob21nabob21 Posts: 993

    AOBB,

    Have you released your G9 Elizabeth Taylor morph? I looked in your freebie thread and didn't see it there.

  • nonesuch00nonesuch00 Posts: 18,120

    nabob21 said:

    AOBB,

    Have you released your G9 Elizabeth Taylor morph? I looked in your freebie thread and didn't see it there.

    She is going to release them all as a bundle when she is finished. You know how artists are: they like to step away after what they think is a complete work and reevaluate it later for possible more work.

  • AOBBAOBB Posts: 957

    @nabob21 - No, I haven't released it yet and it won't be released for quite a while. The reason being that I am working on a mega bundle of twenty or so head morphs of classic movie stars and I have to finish them all before I can release them together. There are four heads I haven't even started and others are in different stages of completion. It will be at least a couple of months before I'm done with this project. I would love to finish in time for Christmas but I'll really finish when I feel all the morphs are more than decent. I am slow and I am taking my time, so don't be surprised if the bundle is ready at the beginning of next year.

    For those interested in the four heads that I haven't started yet, they are: Bette Davis, Gary Cooper, Burt Lancaster and Kirk Douglas.

    I am not putting out a complete list of all the morphs that will be in the bundle, because as I work on them, I find out that some turn out not so good and I might have to drop them. In other words, I don't know which morphs will make the cut, so I don't want to set the list in stone by posting it.

    Hope that clarifies things. Thank you all for your patience. I am working hard (about 13 hours per day) on making it worth your while. heart

  • AOBBAOBB Posts: 957

    @nonesuch00 - Absolutely correct. smiley 

  • Okay, one question, what's your process for sculpting likenesses? I'm currently learning how to do this, but none of the tutorials I've found have been any good.

  • nabob21nabob21 Posts: 993

    Thanks AOBB for the clarification. I look forward to when you finally release them.

  • AOBBAOBB Posts: 957
    edited September 2023

    @wondergirl0706 - So, you are asking me to write you a tutorial on sculpting likenesses. Hmmm. 

    First thing - the way I go about using which software in what way is ultimately not related to the quality of the likeness, so I won't be writing about the technicalities of the process. The only software that I will mention and will be definitely useful that you probably haven't heard off already is PureRef - a very cheap (couple of Euros) software that allows you to organize your reference photos on the screen and regulate the PureRef's window opacity, so you may overlap the viewport you are working in with the half-transparent photo. This is very important, because you will be using PureRef all the time. Or another program that does the same thing.

    I don't have time to write a full tutorial, as (as you know) I am busy doing something else, so here it is in a nutshell:

    - learn by heart the proportions of the head and its planes as well as the major anatomical landmarks of the skull. You will find those in anatomy books for the artists and also books that are about drawing the human head. Please don't skip this part.

    - find photo references of the person you want to sculpt that are of (possibly) high quality/resolution. They should have lighting that brings out the facial structure, so photos with high-contrast lighting are your ally. If you plan on doing a likeness of a face in a neutral position, skip photos where the person is smiling. Try to find quality photos that show your subject from front and side but also different angles. Gather as many references as possible, because you will be piecing information about the facial features  from most of them. Make a decision about the age you want your subject to be and use only photos that were taken when s/he was that age. The face changes with age tremendously, so that is important too.

    - Profile photos are best for deciding the proportions and relationships between the head's features. Why? Because you get the mouth, nose and eyes (almost) in one plane, which means there is little to no distortion (proportions are kept).

    - Facial structure is all about the relationship between the parts, so (for example): do the corners of the mouth stop with the pupils (or iris as other's would have it) or are they wider or narrower? Here your knowledge of anatomy for the artists comes in. You have to have a mental image of that "standard" head to which you will compare the proportions of the head of the real person you are sculpting.

    - Portrait photos are shot at 85 mm to 100mm focal length. Those lengths give least distortion. Set up a camera in your viewport with the same focal length as your photos have and view your model through that camera when sculpting.

    - View the sculpt with all the textures and hair on if possible. The style of the hair isn't as important as the shape of the hairline, which really changes the look of the model dramatically. Make sure you check your sculpt in lighting that looks natural but also brings out the features well, so you don't want the flat frontal lighting. Use several light sources, preferably and move them sometimes. You will be surprised how different your sculpts will look under different lighting conditions!

    - When sculpting, change the viewing position of the sculpt fairly often. 

    - When you begin sculpting, you start with the large forms of the head (Proportions of the cranium, jaw, shape od the cheekbones and placement of the eyes and mouth in that puzzle). Only later go down to such details as the shape of the eye, mouth and nose. It is the proper setting of proportions of the large features that make a likeness successful, so that is what you need to focus your attention on.

    Okay - that should give you a good start. Godspeed! smiley

     

    Edit: I forgot to mention this:

    - Take breaks from sculpting. Get away from the computer and do something completely unrelated for a while - could be a for couple of minutes, could be for days. Then, when you return to the sculpt you will look at it with a fresh eye and it probably will look much different to you than before the break. While sculpting move your chair away from the screen - that will also change how you see the model. Don't sculpt if you don't really feel like it. Your heart and mind must be both in it and finally - sculpt only people you feel positive about. I am now working on Burt Lancaster and it is tough, because I am not heeding my own advice here - I am sculpting someone I get a definite negative vibe about. Now I am in a rotten mood. I might have to reconsider doing his model. I will see - maybe I will get over this. If not - change of plans.

     

    Post edited by AOBB on
  • Thanks, this should be of a lot of help!

  • AOBBAOBB Posts: 957

    You are welcome. smiley

  • nonesuch00nonesuch00 Posts: 18,120

    AOBB said:

    @wondergirl0706 - So, you are asking me to write you a tutorial on sculpting likenesses. Hmmm. 

    First thing - the way I go about using which software in what way is ultimately not related to the quality of the likeness, so I won't be writing about the technicalities of the process. The only software that I will mention and will be definitely useful that you probably haven't heard off already is PureRef - a very cheap (couple of Euros) software that allows you to organize your reference photos on the screen and regulate the PureRef's window opacity, so you may overlap the viewport you are working in with the half-transparent photo. This is very important, because you will be using PureRef all the time. Or another program that does the same thing.

    I don't have time to write a full tutorial, as (as you know) I am busy doing something else, so here it is in a nutshell:

    - learn by heart the proportions of the head and its planes as well as the major anatomical landmarks of the skull. You will find those in anatomy books for the artists and also books that are about drawing the human head. Please don't skip this part.

    - find photo references of the person you want to sculpt that are of (possibly) high quality/resolution. They should have lighting that brings out the facial structure, so photos with high-contrast lighting are your ally. If you plan on doing a likeness of a face in a neutral position, skip photos where the person is smiling. Try to find quality photos that show your subject from front and side but also different angles. Gather as many references as possible, because you will be piecing information about the facial features  from most of them. Make a decision about the age you want your subject to be and use only photos that were taken when s/he was that age. The face changes with age tremendously, so that is important too.

    - Profile photos are best for deciding the proportions and relationships between the head's features. Why? Because you get the mouth, nose and eyes (almost) in one plane, which means there is little to no distortion (proportions are kept).

    - Facial structure is all about the relationship between the parts, so (for example): do the corners of the mouth stop with the pupils (or iris as other's would have it) or are they wider or narrower? Here your knowledge of anatomy for the artists comes in. You have to have a mental image of that "standard" head to which you will compare the proportions of the head of the real person you are sculpting.

    - Portrait photos are shot at 85 mm to 100mm focal length. Those lengths give least distortion. Set up a camera in your viewport with the same focal length as your photos have and view your model through that camera when sculpting.

    - View the sculpt with all the textures and hair on if possible. The style of the hair isn't as important as the shape of the hairline, which really changes the look of the model dramatically. Make sure you check your sculpt in lighting that looks natural but also brings out the features well, so you don't want the flat frontal lighting. Use several light sources, preferably and move them sometimes. You will be surprised how different your sculpts will look under different lighting conditions!

    - When sculpting, change the viewing position of the sculpt fairly often. 

    - When you begin sculpting, you start with the large forms of the head (Proportions of the cranium, jaw, shape od the cheekbones and placement of the eyes and mouth in that puzzle). Only later go down to such details as the shape of the eye, mouth and nose. It is the proper setting of proportions of the large features that make a likeness successful, so that is what you need to focus your attention on.

    Okay - that should give you a good start. Godspeed! smiley

     

    Wow, that tutorial packs a lot of punch in few words. Thanks.

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