Anubis
06-02-2004, 07:33 PM
I recently finished up a project where I had to model and rig the entire human muscular system.
The clients were a tad fickle, and wanted me to do a few things like remove fascia that made it hard to differentiate muscles from far away, and round the muscles more towards the skin so that they could be seen from far away. Some of the flexing is also exagerrated to be more easily viewed from a distance, also some places that were once fascia, are now just red muscle (look at the knees). However, now that I am done; I own the rights to this model and want to work on it and get it looking the best possible.
The parts I know off the bat I need to res up or sculpt better are:
1) the deltoids, I need to differentiate the front, lateral, and rear groups.
2) the legs, they are a little small (quads etc)
3) I was specifically told not to model the head/hand/feet musculature, and the skull was left out altogether because it just looked scary. Would it benefit me to model and rig these?
The skeleton was modeled using a viewpoint data set they purchased (from scan data) as reference, so it is one of the few things I don't feel I need crit on. The musculature has the correct insertions/flexing and tracks to these insertions throughout movement and even hyperextension. The entire model is done in subd surfs.
http://chrisevans3d.com/temp/forums/spiraloid/anatomy01.jpg
http://chrisevans3d.com/images/portfolio/leg_def.gif
Here (http://chrisevans3d.com/video/anatomy01.avi) is a link to a video (2.2MB DivX) of the arms/shoulder/back muscles in motion.
I can post a lot more stuff if you would like, but for now I would like crit on the model more as far as the musculature porportions, etc..
The clients were a tad fickle, and wanted me to do a few things like remove fascia that made it hard to differentiate muscles from far away, and round the muscles more towards the skin so that they could be seen from far away. Some of the flexing is also exagerrated to be more easily viewed from a distance, also some places that were once fascia, are now just red muscle (look at the knees). However, now that I am done; I own the rights to this model and want to work on it and get it looking the best possible.
The parts I know off the bat I need to res up or sculpt better are:
1) the deltoids, I need to differentiate the front, lateral, and rear groups.
2) the legs, they are a little small (quads etc)
3) I was specifically told not to model the head/hand/feet musculature, and the skull was left out altogether because it just looked scary. Would it benefit me to model and rig these?
The skeleton was modeled using a viewpoint data set they purchased (from scan data) as reference, so it is one of the few things I don't feel I need crit on. The musculature has the correct insertions/flexing and tracks to these insertions throughout movement and even hyperextension. The entire model is done in subd surfs.
http://chrisevans3d.com/temp/forums/spiraloid/anatomy01.jpg
http://chrisevans3d.com/images/portfolio/leg_def.gif
Here (http://chrisevans3d.com/video/anatomy01.avi) is a link to a video (2.2MB DivX) of the arms/shoulder/back muscles in motion.
I can post a lot more stuff if you would like, but for now I would like crit on the model more as far as the musculature porportions, etc..
