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TiZeta
05-12-2005, 12:00 AM
Hi! i'm a newbye and this is my first complete human model, so please be patient.. :) and i'm still learning about anatomy too...

It is 1744 polys by now (triangles), not subsurfed and he only miss a part of the hands and some adjustment on his arms.
I'ts intended to be a "normal" sized man.
He is still "mirrored".
three views, non-smoothed view and wireframe.


http://img217.echo.cx/img217/1572/smooth9ke.th.jpg (http://img217.echo.cx/my.php?image=smooth9ke.jpg)
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http://img213.echo.cx/img213/7135/solid2bl.th.jpg (http://img213.echo.cx/my.php?image=solid2bl.jpg)
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http://img213.echo.cx/img213/9563/wires3eh.th.jpg (http://img213.echo.cx/my.php?image=wires3eh.jpg)


made in Blender.

please comments and criticisms! what do you think about it ? are shapes and proportions right?



Sorry for my bad english.

LordEzzat
05-12-2005, 01:07 AM
I think his boby proportions are spot on hes got a nice arc with the back and lats,I think overal he looks good just curious wht his poly count is though...

Ghostscape
05-12-2005, 05:45 AM
He looks pretty good! I'm working on my second human model at the moment myself (female, though.) and I know how hard they are to work on, especially without a lot of practice. Everything looks spot-on as far as I can tell, I don't know what you were using for reference, but it must've been good, because he looks very accurate.

Would it be possible to get a closeup wireframe of the face?

Also, I don't know anything about blender, but if you could post the wire with it backface culled and not shaded, it'd be easier to look at. Right now it's hard to see which edges are in the back and which are in the front.

He looks really good for such a low triangle count.

GoK
05-12-2005, 12:17 PM
cool, looks great man, for a first model its really great man but kudos on the fact that you made it in blender... i couldnt get my head around it.. any wayy he looks a little short also id move the back of the jaw bone furthar back to give him that athlete look that the rest of the body has.. also the muscle comming around under his arm pit(dont know its name) could be more pronounces mabey push the top of the rib cage in ever so slightly or by asigning smoothing groups (not too sure about that youd have to play around a bit)

anyhoo good stuff man give him some clothes and a texture and your off

Jody

TiZeta
05-12-2005, 01:22 PM
LordEzzat: thanks! poly count comes to 1744 if i convert everything in triangles.


Ghostscape: thanks! Yes it is difficult to model a body! mainly, i continue to see "something wrong" but i'm unable to find what it really is.
I used many references. for the head, an online ancient book of Andrew Loomis and another that i bougt, "la testa umana" by Giovanni Civardi. As you can see from the head wire, i also modeled the reference cage :)
for the body i mainly used anatomy-muscolar tables from Marco Bussagli's book "anatomia artistica" and still another Loomis book.
This wip is intended to make a quick practise on my anatomy studies too (as i'm too lazy to model muscles one by one :rolleyes: )

Jody Gallagher: thanks man! what does kudos means" ? I'm italian so i don't take every word. :shrug:
thanks for the tips too!

Closer wires:

http://img19.echo.cx/img19/3215/wireorthohead6bl.th.jpg (http://img19.echo.cx/my.php?image=wireorthohead6bl.jpg)

http://img19.echo.cx/img19/1819/wireorthobody2xa.th.jpg (http://img19.echo.cx/my.php?image=wireorthobody2xa.jpg)

GoK
05-12-2005, 01:25 PM
Kudos (always singular, even though it looks like a plural): *"fame and renown resulting from an act or achievement; prestige" thus by logical extension is often used as a praising remark.

jody

TiZeta
05-17-2005, 10:14 PM
Hi! now i call it finished, even if i'm not fully satisfied with it yet.
With hands and everything he has reached 1898 triangles.

http://img289.echo.cx/img289/951/red5mw.th.jpg (http://img289.echo.cx/my.php?image=red5mw.jpg)

Time for uv-map.. and this time i will try to learn "seriously" rigging in Blender.

So please, some other comments, crits and suggestions before i go on texturing.... oh, and rigging.

Jody:
Thanks for the Kudos! But let me say that it is really fast and easy to do such a thing with Blender even for a newbie like me. This wonderful program is gettin better and better with every release... i simply love it.


Cheers! :)

Tiziana

TiZeta
05-27-2005, 11:29 PM
I've unwrapped him and started the texturing.
Face is painted in Gimp, from scratch.
Only the nose/eyes/mouth area is "finished".


http://img99.echo.cx/img99/8858/looa8um.th.jpg (http://img99.echo.cx/my.php?image=looa8um.jpg)

http://img99.echo.cx/img99/1962/loob9va.th.jpg (http://img99.echo.cx/my.php?image=loob9va.jpg)


Tris are now 1884 but he still has no hair, dress or weapons.
Comments and criticism, please! i really need.


Cheers!

Tiziana

the_podman
05-27-2005, 11:51 PM
Hey, that looks great. I also give you kudos on the model. hehe. Seriously, though. It's great for a first model.

What would really make the model even better is some "hard edges" to define the muscle groups, like chest, pecs, etc. Not sure if blender lets you have control over the hardness or softness of edge normals, but if possible. select the edges that define the muscles and harden the edges.

Without different hardness levels of normals, the character will look kinda like "odo (http://media.mth.net/jimmy_fr/v3/images/series/startrek_deepspace/perso_300_210/odo.jpg)" from Deep Space Nine.

Hmmm. Not sure if I'm making myself clear or not.... Here's a pic of what I mean:
http://www.rodbrett.com/normal3.jpg



Great work!
-Rod

TiZeta
05-28-2005, 12:35 AM
Thanks for the reply and for the tips Rod!
The model shurely needs something to define muscles and such stuff (now it only has a color map) but is'nt what you say possible to do even with normal/bump mapping? Model is quite low poly and looks very smoothed without texures.
BTW: Whithout the colormap he looks *exactely* like odo!

Um... should i have made bumpmapping first and then colormap?
And last question: is it possible to have a decent bumpmapping on such a smooth model using the old gray bumps(instead of making normals from an high poly version?)

the_podman
05-28-2005, 01:11 AM
Hmm, bump kinda does it, but it's not really what I mean. It's difficult to explain because different 3d packages handle "normal" adjustments on polys differently. In Max, they are called "smoothing groups". By adjusting how the light behaves on a vert you can better define the model. PIMM has a little overview of it here:

http://www.poopinmymouth.com/process/tips/smoothing_groups.jpg

However, this may not be something available in Blender. Not sure how much control you have over the poly normals with the app.

-rod

TiZeta
05-28-2005, 01:33 AM
Oh, now i've understand!
No, Blender doesnt have it at the moment.
A last question: are those 3ds smoothing group kept, when you export the model in a generic OpenGL based game engine?

Thanks a lot for your time and patience!!!

the_podman
05-28-2005, 01:55 AM
I've exported to UnrealEd 2003 engine and they export fine. Here's a pic of an early UnrealEd test with one of mine (http://img.photobucket.com/albums/v97/the_podman/Unrealed_test.jpg). I believe most OpenGL engine will support it. You can also do the smoothing groups in a demo version of Max and export to .obj and try to open it in Blender and see what happens. :shrug:

TiZeta
05-29-2005, 12:17 AM
Colormap of the head is finished.
Next step is modelling hair!

http://img278.echo.cx/img278/5237/looel3iz.jpg

Close up:

http://img278.echo.cx/img278/605/looe5ei.th.jpg (http://img278.echo.cx/my.php?image=looe5ei.jpg)

What about the colours and the general head result?
I need crits and suggestion to improve..

Thanks the_podman for your time :)
And btw your model is very beautiful!

RO
05-29-2005, 04:11 AM
I've exported to UnrealEd 2003 engine and they export fine. Here's a pic of an early UnrealEd test with one of mine (http://img.photobucket.com/albums/v97/the_podman/Unrealed_test.jpg). I believe most OpenGL engine will support it. You can also do the smoothing groups in a demo version of Max and export to .obj and try to open it in Blender and see what happens. :shrug:



In the Unreal engine for 2003 only staticmeshes keep the normal info but not the animated objects like characters and such. So if you uploaded the model as staticmesh it does keep it but try importing all the mesh information into a script. it will just make it all smooth looking. I think this will be resolved with the new engine. It is true that most OpenGL engines do allow for multiple normals for animated charecters.

----

The model is looking nice. Proportions look good.

the_podman
05-29-2005, 06:11 AM
Ahhh, you just solved one of my issues, Desp#2/Rog. I couldn't figure out why the normals of my character looked fine in the editor animations browser(normals were exactly like they are is maya) but when I went to place the skeletal "actor" into the scene, it was all smoothed uniformly. Thanks.

TiZeta, the face is looking great! Got nothing to crit on it. You could teach me a thing or two. :)

-pod

TiZeta
05-30-2005, 01:11 PM
Desp#2/Rog, thank you!
Tnks again Rod!
Now i'm painting the body... and thinking about a first character for him (so i go on with hairs and dresses).
http://img228.echo.cx/img228/6046/loog5gn.th.jpg (http://img228.echo.cx/my.php?image=loog5gn.jpg)
I have a question... i'm pretty satisfied with the colormap. Is it necessary to make a bump and specular map to have a decent quality work?
Or colormap can be the only?

Cheers!

TiZeta
06-14-2005, 11:52 PM
Hi! i've been a little busy but i haven't abandoned this work.

Base model is finished, now i have to rig it.
I'm not fully satisfait with textures, especially legs and arms (too smooth).

Polycount of the base model is definetly 1888 triangles.

http://img246.echo.cx/img246/2479/shot27xn.th.jpg (http://img246.echo.cx/my.php?image=shot27xn.jpg)

I've also tried to make a first character with him.

Funny but the dressed version is 1794 triangle, that's because i've deleted every hidden face of the base model (feet, arms, part of the head and torso).

Only a text map by now on dresses and hairs.
http://img246.echo.cx/img246/2897/shot13lf.th.jpg (http://img246.echo.cx/my.php?image=shot13lf.jpg)

here's the wire of the dressed one.

http://img299.echo.cx/img299/5733/screen6mp.th.jpg (http://img299.echo.cx/my.php?image=screen6mp.jpg)

comments and criticism are welcome!

the_podman
06-15-2005, 12:05 AM
Hey, that's looking really nice. As far as your question about spec and bump, it's not totally important for a quality model. Personally, I haven't really done many but if you take a look at the color maps in the Unreal characters, you'll notice they don't even have bump and only a handful have spec maps. A good color map really goes along way. However, if you don't use a spec map, make sure you use flat materials like lambert and/or use global illumination type lighting. It all really depends on how you plan to light your final render. Spec maps are really cool when done well, but I would worry about it on a per character basis and not the base model itself.

A question for you. Which package do you plan to use for skinning/weighing and rigging? I ask because at this point in your first character based on the base mesh I would do some rigg testing in some of the major areas like elbows/arms/shoulders. Check if they deform ok so you know if you have to add some loops or change the mesh a little. I've recently ran into an issue where I had to "repaint" and "reUV" an entire area due to a drastic mesh change which could have been avoided if I did a skinning test on it first.

Cool :) :)

TiZeta
06-15-2005, 01:08 AM
Hi Pod! Thanks for the infos about bump and specs and related materials/lightening, this is very useful!

For skinning and rigging i will use Blender, i'm still learning that part and i will probably make a big mess :D
I've made some little tests, however and... it's a tragedy!
Anyhow i've tried to put a higher amount of faces on the joints. And maybe i will try to open his mouth.

Thanks for the comment and the tricks!

Updates coming (hopefully) soon..

TiZeta
07-01-2005, 09:21 PM
Model is finished, even if i don't think i will put this in the gallery.. i'm not fully satisfait with it but i still have to learn a lot of things and so i want to move on.
As an experiment this has been very useful, anyhow.

the base model, rigged, 1910 tris.
http://img285.echo.cx/img285/9200/base0jb.th.png (http://img285.echo.cx/my.php?image=base0jb.png)
and a derivative dressed one, 1831 tris (i've cancelled the hidden faces):
http://img285.echo.cx/img285/4909/personaggio9ng.th.png (http://img285.echo.cx/my.php?image=personaggio9ng.png)

Comments and criticism are wellcome, even if i won't apply any more on this model, i will keep them for future works!

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