View Full Version : Anatomy Studies, need some heavy critiques pls..
Jamaludin 08-17-2004, 10:25 PM Hello everyone, for the first time I tried to make a model and finish it so Ive never done this before. The purpose of this model is to be a template where I can put over clothing , hairstyles, accesoires and the likes. I know it aint even near a reasonable model, but I would love what you have to say, and crit away PLEASE..
The aim is for it to be mid/high poly for games, and for it to animate and deform properly my mesh has to have a certain flow to it.
The same goes for the texture it has to complement the character and I hope this attempt is better then my previous ones. Well is it ? I really could use any advice on how to do my loops cause theyre all wrong, espescially the back area, im studying reference images and its taking me step by step in the better direction, atleast I hope it is.. Thanks for all the help in advance
http://www.remtek.net/0/Jamaludin/default/images/04/100.jpg
http://www.remtek.net/0/Jamaludin/default/images/04/101.jpg
http://www.remtek.net/0/Jamaludin/default/images/04/104.jpg
Latest (http://www.remtek.net/0/Jamaludin/default/images/04/107.jpg) Try:
http://www.remtek.net/0/Jamaludin/default/images/04/107.jpg
I hoping for allot of constructive input on how to perfect my anatomy, and do it better and more effective, thanks allot in advance !
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Supervlieg
08-17-2004, 10:48 PM
Have to say, for a first time, its a real good start.
What is the thing that stands out most is the lower torso, its way too long. But it seems like you have it shortened in your latest try.
As for edgeloops, best advice I can give you is to make them follow the curvature of the muscles. While this sounds obvious, its the hardest thing to get right.
I suggest you take a good look at this site (http://staff.ci.qut.edu.au/%7Ebarkerc/Final%20PAN%20website/panindex.htm). There's nothing on this site that I could explain to you better.
Jamaludin
08-17-2004, 10:55 PM
Tnx for the quick reply man, I needed that. Spent some hours on these...
I will do one tommorow and update my post here, and yeah indeed trying to cut,weld your meshflow into the right positions is the the thing im struggling with most. Ill just keep at it and hope to improve. Tnx for your kind words and this GREAT site!!
Hey nogmaals heel erg bedankt kerel, nu ben ik genoeg opgepept om er weer een te doen,en weer een,en weer een. Haha heel erg bedankt joh !
Supervlieg
08-17-2004, 11:17 PM
Geen probleem, en veel plezier ;)
Tim Deneau
08-18-2004, 12:19 PM
Nice start dude.
I think you need to focus more on the deltoid area, they're out of proportion. The trapezius should be broad, the slope looks inverted... it should be a smooth transition from the shoulder to the middle of the neck. There also isn't much definition of the clavicle, it is the bony area above the pectorals.
Jamaludin
08-18-2004, 05:26 PM
Hey supervlieg, nogmaals bedankt !
Rojo - Man im sorry, english isnt my native language so all complex words us using make absolutely no sense to me, what do they all mean. I DO appreciate your input a lot but could you please explain it in dumbed down language for not so intelligent people like me haha, thanks allot man !
Tim Deneau
08-18-2004, 09:37 PM
Oh, hmm you should consider investing in an anatomy book, the ones for artists are usually cheap. Aside from being an excellent resource on underlying bone and muscle, it will have everything labeled. Those words are Latin, so they should be written the same way in your native language.
Jamaludin
08-19-2004, 08:47 AM
Man that was indeed a dumb thing to ask cause it is the exact same in my language. But im listning to your advice and going by the bookstore today to buy myself an anatomy book, thanks for the great tip.
I always hate the advice of 'go buy a book'. It's like saying, i wanna cook better... oh well go buy a book! or i wanna shoot a basketball better... oh well go buy a book! :/
Super's advice was best of just looking an image references and following the way their edgeloops flow through the character. You can always render out your images, and just overlay them over another real image in photoshop, that way you can see where your errors are. It always depends on what you're going for though, because not everyone is tall, not everyone is muscular, not everyone is skinny...etc. The majority of critiques you get on here shun you if you're not making someone beautiful and skinny.
One other thing, if you're making this for the purpose of putting clothes over it, then remember that if this is all going to be covered up anyway, you might be wasting a lot of polys right now. I would focus on just modeling what will be seen in the end.
ElysiumGX
09-26-2004, 03:29 AM
If you're images are posted in order of creation, you are progressing very well. (you're getting very good at it)
You mentioned your aim. You don't seem to have a clear aim of what you want to accomplish before beginning. (what you want to do with it?)
For a low poly model (less than 3000), you want to consider all the areas you can ignore that will be designed with a texture. Such areas include the abs, hands, feet, and facial features. Also don't forget to count your polygons in triangles, not quads. Game engines depend on triangle counts. So for low poly, only use the edges that benefit the overall silhouette of the character. Keep your edges evenly spaced. You seem to have difficulty with that on arms and legs. Specific anatomy isn't as important as proportions in this level. Muscular and Facial details can be textured. (clean the low ones up a bit)
I consider the average mid poly model to be around 3000 - 5000 triangle polygons. In this area, more anatomy can be modeled such as shoulder and biceps, fingers and toes, and facial features such as full lips, eyes, ears. Your image titled "latest try" looks to have the best abs. Not over defined. Try not to have your deltoids (shoulders) defined so sharply either. The deltoids are made of three origins from the shoulder girdle, and meet at a point called the deltoid tuberosity on the humerous. This forms a sort of upside-down tear drop shape, with the insertion slipping between the biceps and triceps. Making a sharp edge along the deltoids may give a contracted appearance during adduction or in a resting postition. I would still consider the polygon counts of potential clothing with modeling for this range. (don't over do it, and study muscle charts)
I would recommend getting a book as well. Anatomy for the Artist is helpful, whether your studying 2d or 3d. I have it, and never read it. I took a kinesiology (muscles and movement) course instead. After the course, I picked up the book again, and realized the book covered everything I learned in the course. Plus I had a better understanding of the vocabulary involved. There are several websites with reference as well. (books are helpful)
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