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View Full Version : MOdeling a realistic person


xbond007x
12-14-2001, 11:23 PM
Hi i want to make a detailed 3d model of myslef any tips or ideas how to do that??

Rabid pitbull
12-15-2001, 01:17 AM
first make sure to get good reference piuctures to use in the background. Front and side should do, make sure they are sized perfectly... make sure you dont move camera's position between pictures.

Ston3D
12-15-2001, 11:39 AM
http://www.erc.msstate.edu/~camen/thehumanhead/
http://www.kcc.zaq.ne.jp/nkj/sculpland/englishver/06TMC00.html



http://home4.swipnet.se/~w-43920/ulf/tutorial/
http://www.3drender.com/jbirn/ea/HeadModel.html
http://www.highend3d.com/maya/tutorials/peter/model1.3d

wolf
12-16-2001, 07:55 AM
Get a frien to take some really good, pretty precise, front and side pictures of you.

Good luck with it. BTW, I actually have a tutorial about it in the book 3ds max 4 magic.

Airflow
12-17-2001, 01:37 PM
I suggest buying a good illustrated human anatomy book, so that you can have a strong basis for all your meshes.

frank
12-18-2001, 12:35 PM
I think it's really important to make sure that the orientation of the geometry follows the natural curves and folding of the skin.
For the face, make exagerated facial expressions in a mirror and watch where the skin fold. Even if you don't plan to animate the model, it will make the modelling of details a lot easier and more accurate.

-Frank

Fat&ugly
12-18-2001, 01:09 PM
NURBS...?? I suggest patch modeling... Its a bitch but its good for seemlessness(haha, new word, use it three times and its mine!)
Because I like things that have a seemlessness look.
Gotta go for seemlessness.
Good luck!!
will you animate it?

ps you got balls friend!

xbond007x
12-18-2001, 02:27 PM
Well yea i plan to animate it!! all that work just for modeling and no animation, This is my ultimate dream project, and the rteason why i Plan tot model myself cause i dotn have to as people to model and take pics crap like that, when i question something or need some texture lol camera and I got what i need, lol
I anywazs once i get 3d replica of myself who knows!!! lol play around with reall me and video, theres no limits.!!! though this seems to look like a pretty big and long project i hope to get it started soon!! im doing my research, improoving my skills making sure im ready lol. So once i start there gonna be a lot of questions on this message board from me !!!!

David Lightbown
12-18-2001, 03:13 PM
Shameless (yet helpful) plug:

I recommend, if you want to model in Subdiv or NURBS, or even if you're modeling in patch and you want to understand how the face come together and folds, check out my head modeling movies:

In Max4:
http://www.fotogenetic.com/3DArt/fotogenetic-max4-final.avi

In Lightwave 6:
http://www.fotogenetic.com/3DArt/BuildingHead.avi

Maya ones are coming soon. I cannot stress enough the use of reference images, once I started using photographs not only did my modeling quality improve, but my UNDERSTANDING of form improved. Model a head 20 times, once a day. Thats what I did, and just like driving a golf ball again and again, practive makes perfect.

David

JuRrAsStOiL
12-18-2001, 03:51 PM
which codec do I need? downloaded them, but not one of my media players can play it... :( :o

David Lightbown
12-18-2001, 03:54 PM
Sorry I forgot... both should be using DivX, if you don't have the latest version you can get it here:

http://www.divx.com/download/index.php

If there's anything else, don't hesitate to ask ! I hope this helps everyone.

David

JuRrAsStOiL
12-18-2001, 03:57 PM
hey, got a question:
It doesn't work :p

Got 2 DiVX codecs, 3.1 and 4 but both won't work :(

trying to download it again. Hope it worx :)

xbond007x
12-18-2001, 05:05 PM
It works on mine, what do u call that type of modeling, box or face? Should i use that way of modeling or what i was thinking is make a outlined structure with nurbs and then use patch modeling ???

David Lightbown
12-18-2001, 05:30 PM
The method that I use can be applied for many different types of objects. Unfortunately I can't really show off anything I've done recently because I haven't had a lot of time to do modeling for myself instead of where I work. I will soon release a series of new movies, plus tutorials on how to model and texture using my techniques.

The formula I use is based upon a series of different approaches, but mostly borrowed from Stu Aitken's technique (kudos to him). I can't seem to wrap my mind around patch or box subdiv. I usually use the same method: start with a shape and build around it. It seems to work fine, but the only real drawback is that it can make the mesh a little hard to tweak afterwards. However, I personally think that Box Subdiv has this problem as well, and patch has a steep learning curve. Plus, everyone seems to have a different opinion of what a good patch setup is :)

David

xbond007x
12-18-2001, 07:44 PM
I dunno i use patch for modeling a face, it gets a bit complex when you want to detail, but doesnt it give u better control

xbond007x
12-18-2001, 07:50 PM
can someone tell me how do i materail id an object so i can apply multiple textures onto one object, eg. i got a box and i want a texture on one side and a diff texture mat on the other sides???

Fat&ugly
12-19-2001, 04:50 AM
what software are you using?

Eltokah
12-19-2001, 06:17 AM
If u r using max u might try this
(DISCLAIMER - Just learning myself but i did this today and it seems to work ok)

Model your figure in poly's with a meshsmooth modifier. When u have him looking good, delete the meshsmooth and chop him up into pieces. I.e - head, torso(bust), arms, legs, feet/shoes.

Now reapply meshsmooth to each section (if u have mirrored your figure then only do this for one leg and one arm etc).

Then apply mapping to each part, cylindrical should work for arms, legs and torso, spherical for head, etc etc.

Use TEXPORTER to unwrap your individual pieces for painting in photoshop.

Once u have the basics of the textures looking right take off the meshsmooths once more, collapse your mesh's back to poly and then attach them all back together (if you want seamless sections be sure to weld the vertex's back together)

Reapply your meshsmooth and have a look, u will most proby have seams in yo ur textures, a bit of time in photoshop should fix that (if u have both open at once u can edit and then save your map and simple refresh the texture to see the changes)


hope this helps

floca
12-19-2001, 03:22 PM
The timelapse videos are great but does anyone know a player or any way to play the videos in slow motion or slow them down somewhat? Especially when the author right clicks and selects something from that menu I cant see what they select and when I do find the spot where they right clicked its sometimes hard to read what the ended up clicking on. Any advice here? Thanks

Damon

David Lightbown
12-19-2001, 03:38 PM
Just use premiere to slow it down, either re-export at a different speed or scrub the video so you can view it slower. It however, obviously, won't allow you to see things that weren't caught because the capture was so fast... so if the video is done at 1 frame per second (the speed I usually use) if a menu selection is done in under a second, it wont be there even if you slow it down.

I only say this because I wonder what some people think about the capabilities of computers and CG when I see movies that have computer specialists "enhancing" photos that are 200 x 200 pixels to 80,000 x 80,000 pixels and "correcting" horrible lighting and film grain, then running someone's muddy badly lit profile in a database that pulls up results in 3 seconds. That stuff makes me see red :)

Or "hacking" in movies. Oh yeah, it's all done in 3D. With joysticks. I swear. :P

David

floca
12-19-2001, 04:19 PM
thanks for the speedy reply........yea i primarily use max at school because of homework & bball taking up most of my time and the computer that has premiere on it isnt connected to the network so ill have to slow it down at home and somehow get it back to school........they unplugged the cd-rom drives.... :mad: so ill have to upload it somewhere but thanks for the help.

Eltokah
12-21-2001, 09:33 AM
The latest versions of Acdsee let u slow down video files

LFShade
12-24-2001, 08:09 AM
I have a few tips fer ya, 007.

1. What modeling technique to use? Simple -- Use the one that works best for you!

Seriously, everybody kinda goes about the modeling process in their own way. Hunt down and work through some tutorials on NURBS, patches, subdiv...whatever you can find...and see what method allows you the best idea of form and shape. I use subdiv surfaces for all my models, but I only arrived at them after struggling mightily with NURBS and patches first. If you find some unorthodox way to combine others' techniques, well, more power to you. You have to find the tools that work for you.

2. Remember that it's gonna take some time to get used to ANY modeling technique.

David Lightbown's words offer tremendous wisdom -- you'll have to make a lot of bad models to learn how to make a good one! Practice is the only way to get where you want to go. And we're all still learning...

3. About texturing. Well, my first advice would be to put this aside for now.

Texturing a 'bad' model is a bit like painting watercolor on toilet paper...before you get very far, it'll most likely fall apart. You'll hear all over the place that well-done texturing can make up for a mediocre model, but there's only so far you can carry that argument. Crappy models look like crappy models most of the time, no matter the textures used. Get to a point where you're comfortable with your modeling skills (comfortable, not great), and then see about mapping one of your creations.

4. If you still insist on mapping yer stuff now...

Well, it's a bit like modeling. Everybody has their own tried and true method (though there's likely just a bit less variation than with modeling).

In MAX, and for my predominately polygonal models, I prefer what I call the ID-MAP-UNWRAP-COLLAPSE-REPEAT technique. Basically, I assign unique matID's to sets of faces that can be easily mapped with one of the basic mappers (planar, cylindrical, etc.). Then I select each of these sets of faces and do the following to them: Apply the appropriate MAP type, tweak the map coordinates with an UNWRAP uvw modifier, then COLLAPSE the stack back down to an editable poly and repeat on the next set of faces.

If I want to use a single bitmap for the whole object, I make sure to position the UV's for each set of faces in an 'unused' portion of the map space, such that when I'm done, there are no overlapping UV's and most of the space is taken. If I plan to use separate bitmaps for individual parts I just make sure the UV's for each face set fit the map space well. In either case I finish off with a trip through the fabulous Texporter to get my templates out, and I'm off to photoshop for a bit of painting!

<I should write a tutorial on this, since I'm sure I'm confusing people:( >

Anyway, glad to help, and all that. Quite late now, think I'll turn in. Best of luck in making...well, you!

fluxgrafx
12-26-2001, 01:15 AM
how do you make those tutorials (the program???) I am interested on doing a few myself if you could enlighten me.
Thanks in advance.

LFShade
12-26-2001, 06:03 PM
Well, if I'm going to write a tutorial it will most likely be in the form of an HTML document, complete with instructive screengrabs (using whatever screen capture proggy I have -- don't know the name of the one I use), and links to sample files i might create. There's not much more to it than that. Anyone could do it!

fluxgrafx
12-26-2001, 09:16 PM
cool...yea i meant the name of the program...sorry about being so vague. I'll do a little investigating. Thanks.

Eric

JuRrAsStOiL
12-26-2001, 10:45 PM
hi,

I have a little question:
Which technique is the most used one? (confusing sentence :D)
In my new book 3ds max 4 - insider, they are modelling
everything with splines. In the most tutorial-vids
everyone uses editable mesh or poly with meshsmooth.
I'm a bit confused which one is the easiest.
Especially in the book spline modelling seems
to be very easy to handle and works for every
kind of organic models. But for facial modelling
you must pay much attention, otherwise the
surface modifier won't work, and that suxx :(
So, any suggestions?

I'm going to test the example in my book tomorrow,
cause it's 4 o' clock now :).

rendermonkey23
12-27-2001, 01:08 AM
Originally posted by LFShade
I have a few tips fer ya, 007.

1. What modeling technique to use? Simple -- Use the one that works best for you!

Seriously, everybody kinda goes about the modeling process in their own way. Hunt down and work through some tutorials on NURBS, patches, subdiv...whatever you can find...and see what method allows you the best idea of form and shape. I use subdiv surfaces for all my models, but I only arrived at them after struggling mightily with NURBS and patches first. If you find some unorthodox way to combine others' techniques, well, more power to you. You have to find the tools that work for you.

2. Remember that it's gonna take some time to get used to ANY modeling technique.

David Lightbown's words offer tremendous wisdom -- you'll have to make a lot of bad models to learn how to make a good one! Practice is the only way to get where you want to go. And we're all still learning...

As for most used...I would have to guess box modelling. That's just a guess though. I know a lot of people that use splines though too. :) Try all and choose your favorite.

LFShade
12-27-2001, 01:13 AM
EDIT: (looks like rendermonkey23 beat me to the punch:))

JuRrAsStOiL,

Like I said before, it's gonna depend a lot on what works for you. I would definitely follow the spline modeling tutorial in the book - it's a good one. I believe there's also a tut on making the same model with polys; if so then follow that one as well. Then do a bunch more models in each method, try some other methods (like NURBS), and eventually you will answer your own question based on what works better for you!

Sorry there's no more definitive answer to your question. It's part of what makes us artists -- we each have our own way!

JuRrAsStOiL
12-30-2001, 10:15 PM
I finally managed to start modelling. I used
box-modelling with max4 and meshtools.
I must say it's a great method to work,
but I didn't have the time to test the
spline-method :(. If you're interessted,
here (http://jurrasstoil.piranho.com/temp/low-hi-poly.jpg) is my first start (30-40 mins.
because I just started modelling today :))
sorry for the ugly color :D

LFShade
12-31-2001, 01:46 AM
You're off to a good start, there.

It's good to see that you haven't spent too much time in any one area; you're doing a good job of defining the volume. Keep going with that level of detail until you have all the body parts "sketched out."

This super-low-poly beginning stage is where you can really design and emphasize the 'attitude' of your character's posture and form. If you can make it look really interesting without a face, clothing, fingers, toes, muscles, and a whole bunch of polygons, then you know it's going to be a great model when you do add those elements.

Keep it up, you're doing fine!

Raul3d
12-31-2001, 08:12 AM
There is a great tutorial at this page for lightwave.;)

Raul3d
12-31-2001, 08:13 AM
http://www.evil-plan.com/Tutorials.html:D

Daxx
01-17-2002, 09:40 PM
:eek:

JuRrAsStOiL
01-24-2002, 05:45 AM
@David Lightbown

I finally managed to use your method
of modelling as shown in your head video.
But I got one little problem. Which mode
do you use, cause I can't create polys by just
selecting some points :(. You do that to
connect the two eyes and later to make the
rest of the head... I'm working in editable
Mesh and this is my result:
First Face01 - WIP (http://www.multimania.com/xspect/temp/sepps_erste_Fresse01.jpg)

And How do you connect faces that have
just 2 vertices with faces that got about 3
or 4...

plz help me out :o

Thanx in advance

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