View Full Version : Anatomy Thread of Konstruct - 3D
05-10-2006, 05:24 AM
So I REALLY need to start adding some characters to my portfolio as I have never done any in my game art explorations, mainly because seems really intimidating for some reason. anyhoo, I`m having issues with getting the meshflow clean in the thumb joint area, If any one has tips on that I would be super happy.
Other than that,- Ive been staring at this thing for so long, that I`ve completely lost grounding on if my proportions and anatomy are fuxored.
05-10-2006, 05:29 AM
First, welcome aboard!
Second, can you use an image host for your images?
I am getting a user password protected pop~up ~ please delete your current link and upload your images instead to Photobucket or imageshack so I can see them. :)
Here is a tutorial on how to use Photobucket:
New to CGTalk? Learn how to post IMAGES here! (http://forums.cgsociety.org/showthread.php?t=267088)
Looking forward to seeing your work. :)
05-10-2006, 05:46 AM
yup- just realized that after I posted >_< wrong dir.
05-10-2006, 05:51 AM
Cool, thanks! :)
Not being a modeling expert, I can only really give you a primarily 2D person's perspective, which I will be happy to do in a bit. :)
I would also recommend that you post your model for crit to this thread if you have not already, and to the WIP / 3D Section (http://forums.cgsociety.org/forumdisplay.php?f=43) as well ~ just subscribe to all the threads you post to, and you should be good to go:
Body topology (http://forums.cgsociety.org/showthread.php?t=108412)
I'll post some crits in a few. From a quick look I would say that the head is too small for the body. What reference, if any, are you using? For anyone seriously into organic human modeling, I recommend joining www.3d.sk (http://www.3d.sk), which is the best source for orthographic reference of humans. It's about $13.95 / month, and you can download as much reference in that timeframe as you can possibly store.
05-10-2006, 07:26 AM
Seeing as you're intending for this to be a realtime model, what kind of tri count are you aiming for? At the moment, for the level of detail you've got (ie, primarily blocking), the mesh is awefully dense. You'll have a much easier time of getting your overall shapes and proportions (fewer verts/loops to move around). Additionally, at the moment all your loops are pretty griddish, in that they're cutting almost straight across the masses, instead of following musculature or contour. The two threads that Rebecca's linked are good to learn from, but also take a look at other realtime artists to get a feel for how to block out your model and arrange your loops/edges.
05-10-2006, 08:45 AM
Here are some before and after gifs / changes that I made as suggestions ~ the main thing is that I think you need to make the head a bit larger and also refine the shapes to be a bit more elegant, even if low poly:
You ought to get a few Anatomy Books ~ I recommend for low poly modelers to look at books by George Bridgeman:
The Human Machine (Paperback) by George B. Bridgman (http://www.amazon.com/gp/product/0486227073/102-0177294-1220179?v=glance&n=283155&s=books&v=glance)
Also look at books by Burne Hogarth. (http://www.amazon.com/gp/product/0823015521/102-0177294-1220179?v=glance&n=283155&s=books&v=glance)
And check out this thread for other Anatomy Book recommendations:
Anatomy Resources: BOOKS (http://forums.cgsociety.org/showthread.php?t=257424)
Additionally you might find this thread useful:
Reference for Anatomical and Figurative Art (http://forums.cgsociety.org/showthread.php?t=257570&page=1&pp=15)
Hope this helps! :)
05-10-2006, 08:45 AM
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