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default-rol
06-22-2007, 09:29 PM
http://img119.imageshack.us/img119/5482/cafespecialstage001by5.jpg


CAFÉ SPECIAL STAGE 001
In association with
FREEDOM-OF-TEACH
THE MALE ÉCORCHÉ


This fortnight’s brief is different from all previous CAFÉ events, and gets a “special stage” title as a result.

The purpose of this fortnight’s event is to create an anatomically accurate ÉCORCHÉ figure in either 2D or 3D. This is to be done from the free reference provided by Andrew Cawrse of Freedom-Of-Teach (www.freedom-of-teach.com (http://www.freedom-of-teach.com/)) or an alternative academic source if you have one available. The purpose of this is to gain a greater depth of awareness in human anatomy, which will greatly help you in future events on this workshop, as well as in everyday fine art figure/fantasy drawing and design.

Écorché figures have been created by artists for hundreds of years, and initially took the place of real cadavers in Medical schools because of the stigma surrounding the dissection of corpses. Therefore any mistakes made by the artist directly affected all doctors the sculpture or drawings were given to. Great Master’s such as Leonardo Da Vinci literally made hundreds of anatomical écorché drawings to understand why the figure’s surface looks the way it does and how it moves. Now is your chance to follow in the Great Master’s footsteps and have a go too!

You can draw/ 3D model in the poses provided, or if you are up for a serious challenge you can pose your character too! (I have provided photos from the V&A in London, of their 2 posed écorché - for ideas if you want to go down this route.)



You are not to “design” anything this time round, the “design” is already done and provided at the foot of this post. This is a strictly academic fortnight, so we can all improve our human anatomy knowledge with the amazing resource provided.



Special thanks once again to the écorché sculptor Andrew Cawrse, for providing the free resource, and also to Grace Fua for sending the images through. Your help is very much appreciated.



CHARACTER-A-FORTNIGHT EVENT (CAFÉ)

Manifesto: The anatomy forum CAFÉ - a place to meet, share your concepts, ideas and work for the set brief, and then discuss them with like minded individuals (Bring your own coffee though...)

If you are thinking of taking your ideas into 3 dimensions, please decide on a suitable polygon budget (for games/TV/film or as much as your computer can handle!) If you are unsure, please enquire on the workshop and others will try and help. The workshop is application independent, and so anyone can try it. For those of you who would like to try 3d but do not have a package, blender (http://www.blender3d.org/ (http://www.blender3d.org/cms/Home.2.0.html) ) is a very high standard open source 3d application that is free to download and use. However, this will take time to learn.

Duration of projects: 2 Weeks.

DELIVERABLES:

écorché drawings/a physical sculpture/3D model. You can specialize on a weak area if you wish, or try for the whole model.

STRICTLY NO TRACING!


WIP is encouraged, and please help others by providing your thoughts on their solutions in a positive manner. Discouragement of others will not help anyone as we are all here to get better, and people bring different skills to the table.

Learning outcomes:



Increased anatomical understanding.
Visual communication skills.
RULES FOR THE WORKSHOP:

1. Work created here MUST be ORIGINAL TO THE CREATOR and for the purpose of serious study of the écorché. Those who post silly or off topic work will have their posts deleted immediately and will no longer be allowed to post on this thread. Rebecca Kimmel reserves the right to determine which pieces are considered to be in poor taste and / or disrespectful in the workshop.

2. This Workshop will run in a 2 WEEK slot.

3. There is NO LIMIT to the NUMBER of posts an artist may make. However, we ask that you post only work which you feel best represents your work, even if it is considered unfinished.

4. Artists who post comments and critiques of other artists' work on this thread must be RESPECTFUL, POLITE, and offer CONSTRUCTIVE CRITICISM. Flaming will be NOT be tolerated, and constitutes dismissal from this and other threads.

5. Mike/default.rol and Rebecca Kimmel will be offering the occasional comments / critique ~ however, the main focus of the Workshop should be on Group Critique and interaction.

6. ANY MEDIUM or STYLE may be used: Traditional or Digital Drawing or Painting, Sculpture, or 3D Model.

7. Please limit the SIZE of your POSTS to 800 pixels WIDTH x Appropriate pixel LENGTH. No huge posts, please! (you are welcome to offer remote links to high resolution versions of your art work along side images that are of an appropriate size, if you so wish.)

8. Have fun, enjoy, and create great art!

default-rol
06-22-2007, 09:29 PM
For those of you slightly confused by the terminology, a fortnight is 14 nights in duration. Here is a definition of it from Wikipedia.

http://en.wikipedia.org/wiki/Fortnight

A fortnight is a unit of time (http://en.wikipedia.org/wiki/Time) equal to two weeks (http://en.wikipedia.org/wiki/Week): that is 14 days (http://en.wikipedia.org/wiki/1_E6_s), or literally 14 nights. The term is common in the British Isles (http://en.wikipedia.org/wiki/British_Isles) and many Commonwealth countries (http://en.wikipedia.org/wiki/Commonwealth_of_Nations), but rarely used in the United States (http://en.wikipedia.org/wiki/United_States). It derives from the Old English (http://en.wikipedia.org/wiki/Old_English_language) feowertiene niht, meaning "fourteen nights".

**This workshop has been started a few hours early at the request of Rebecca Kimmel**

::REF IMAGE 1::

http://img504.imageshack.us/img504/1175/anamalefigfrontmm1.jpg (http://imageshack.us)

::REF IMAGE 2::

http://img246.imageshack.us/img246/176/anamalefigsidece0.jpg (http://imageshack.us)

default-rol
06-22-2007, 09:42 PM
::REF IMAGE 3::

http://img19.imageshack.us/img19/3797/anamalefigbackev7.jpg (http://imageshack.us)

::REF IMAGE 4::

http://img516.imageshack.us/img516/6203/ogm1imageplaneflat840xd2.jpg (http://imageshack.us)

default-rol
06-22-2007, 09:49 PM
::Posed écorché from the Victoria & Albert Museum::

http://img522.imageshack.us/img522/2902/vaecorche01pz5.jpg (http://imageshack.us)

http://img522.imageshack.us/img522/732/vaecorche02af0.jpg (http://imageshack.us)

Rist
06-22-2007, 11:01 PM
:thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup:

I will do it all from the mind and then clean it up with all the anatomy books I have :D

Rebeccak
06-23-2007, 02:32 AM
A big thank you to Andrew Cawrse of Freedom of Teach for their contribution to this Workshop. :)

For participants, please note that notifications of future Anatomy CAFE Workshops will be sent out through this thread only:

Notification of New Open Figure Drawing Workshops / + TUTORIALS - SUBSCRIBE HERE! (http://forums.cgsociety.org/showthread.php?f=199&t=379951&page=1&pp=15)

Please subscribe if you wish to be notified of future Workshops. Thanks! :)

SwendlyB
06-23-2007, 03:10 AM
Count me in on this one!:)

Womball
06-23-2007, 04:18 AM
I'm not sure if I should do this or not. It seems a bit early for me to make a second one...Although I was considering doing a quick woman...

HWX
06-23-2007, 05:55 AM
:thumbsup: :thumbsup: :bounce:

Raul-Reznek
06-23-2007, 06:52 AM
this sounds really challenging, i cant wait to see the results.

DaddyMack
06-23-2007, 08:13 AM
Thanks Rebekkak and you guys @ FOT for this... I just said to my students today that I'm going to develop a sculptural anatomy course in Zbrush over the next 3 months... Where better to start than at my friendly local CAFE:thumbsup:

SpaceTik
06-23-2007, 09:54 AM
well I bought the tutorial about 3 days ago.. should be in the mail soon!

cant wait!

default-rol
06-23-2007, 10:06 AM
Good morning everyone and Welcome to the first day of this special anatomy workshop.

For those who are new to the CAFE but think they will participate this time round, "hello and welcome," and I personally hope you get a lot out of the next two weeks.

For those who have been participating in the CAFE's for the past few weeks/months, I hope this "special workshop" will totally help you guys out with any problems you encountered in previous workshops dealing with human or human inspired figures. I remain convinced that creating one of these will seriously increase your ability to visualise figures spatially and in ever increasing levels of detail.

I've never made one of these either, so it will be a serious learning curve for us all.

I hope we all get something out of it.

Cheers all
MIKE

Intervain
06-23-2007, 12:18 PM
man too cool for words!!! Ah, that idea's brilliant Michael :) - mind you I also did one not so long ago :) ... will think about it!

Djampa
06-23-2007, 12:44 PM
Oh my....

OMG....

This time not a matter of choice... that's what I'm doing all this year about studies basically... so... this time... with or without time on my business I will make a hole on my schedule and...

I'm in...

:)


HUGE thank you all,

dunkelzahn
06-23-2007, 12:54 PM
I´d like to participate as well. However as I do not know, how much time I´ll be able to spend I´m not sure whether I will be able to produce a full model.

Anyway, thumbs up to this one. I wish everybody good luck and a lot of fun :)

default-rol
06-23-2007, 02:39 PM
I've been at it for a couple of hours now >>> here's what I've got so far.

http://img267.imageshack.us/img267/8603/wip01ke0.jpg


I've mostly worked on the torso, shoulder and upper arm. I'm getting on with more now. C&C away at it if you spot something out.

Cheers all
MIKE :)

dunkelzahn
06-23-2007, 02:56 PM
@ default-rol: Nice one, looks really good so far. I´d put some more work to the kneecaps topology and to the muscles around the neck, like the sternocleidomastoideus (see graphic)

http://www.bartleby.com/107/Images/large/image1210.gif

sirielle
06-23-2007, 02:58 PM
Fantastic workshop idea! Something I need to practice and never did, apart one pencil sketch. I'm not sure if I'll be able to finish a whole body, but I'll try with elements at least. In 2D, 3D is beyond me right now.

Do I have to make exact copy of that model or basing on that just a proportional model? I mean - I wish to do it without a grid (though it might be necessary), so I'm sure my model will be thinner of taller or different in any other way. In fact I am not able to copy in 100% even
with grid,but I want to make sure I can do it to catch proper anatomy and learn where the veins are even if my skinless hottie will not look like the model.

default-rol
06-23-2007, 03:07 PM
@ default-rol: Nice one, looks really good so far. I´d put some more work to the kneecaps topology and to the muscles around the neck, like the sternocleidomastoideus (see graphic)

Hey dunkelzahn >>> Thanks for the reply. I shall be working on the neck, head, lower pelvis and legs after some food to hopefully get them up to scratch, (I will be adding in the sternomastoid muscle then :D .) Once I've got the muscle groups blocked in, it'll be UV mapping and on to ZBrush for me to get some serious detail in there. I'm really looking forward to this. :thumbsup:

@ sirielle >>> Do it how you think is best and suits you. For a real challenge i'd suggest you work a pose out, then try to work out where the muscle groups are in that particular pose. A good example of that is here >>> http://www.reybustos.com/03ra/ra.html

I hope that helps some.

Cheers
MIKE :)

sirielle
06-23-2007, 03:15 PM
It will, thank you for that link! :thumbsup:

andreja
06-23-2007, 04:12 PM
Hi Mike! Hi everyone!
I love this staff.:scream: Here is my tray. I used Rodin sculpt for anatomy pratice.


http://i2.photobucket.com/albums/y11/Andreja/AnatomyRodin01.jpg

http://i2.photobucket.com/albums/y11/Andreja/AnatomyRodin02.jpg

http://i2.photobucket.com/albums/y11/Andreja/AnatomyRodin03.jpg

http://i2.photobucket.com/albums/y11/Andreja/AnatomyRodin04.jpg

http://i2.photobucket.com/albums/y11/Andreja/AnatomyRodin05.jpg

sirielle
06-23-2007, 04:16 PM
That's incredible how a block of squares turns into a human form :thumbsup:

default-rol
06-23-2007, 04:23 PM
@ andreja >>> that's a really great gesture you've got going there! Now "anatomise" him. :thumbsup: (If such a word exists.)

I'm totally looking forward to seeing him as the anatomical version.

Cheers
MIKE

living_for_cg
06-23-2007, 05:00 PM
fantastic thread for learning new things.
default-rol so cool start.the topology is fine.
At least i can watch your stuffs if i dont find any time to work.It will help.
wish you the best guys.keep going.

michael-olszak
06-23-2007, 06:40 PM
Holy beeeeeep.... :)
this is quite a challange Mike! but a very appreciated one. This indeed will help us Noobs a lot with our anatomy knowladge. cool. Amazing modeling work BTW. how the hell do you do it that fast man. that's amazing man!!

SwendlyB - can't wait to see your work.are you doing it all digitally like the Kung-fu master?

I'm thinking on doing this one all in PS but don't know if i'm up to it yet.


Djampa - can't wait to see your work man. cheers.

michael-olszak
06-23-2007, 08:07 PM
BTW. I hope rebecca will join this one. haven't seen her around for some time now. this is the perfect workshop for her.

will see

vlad74
06-23-2007, 09:56 PM
Hey Andreja. You ROCK brato. Great one.

CME64
06-23-2007, 10:21 PM
hi all
martin krol has gave me theses references and i'm working with it by z3 here:
http://www.pixolator.com/zbc/showthread.php?t=47671

those are really amazing references
eith my best greets

andreja
06-24-2007, 12:27 AM
default-rol: Thank you Mike!
vlad74: Thanks bro!
Thank you all!

Here is another view:

http://i2.photobucket.com/albums/y11/Andreja/AOB_Rodin02.jpg

I've got you under my skin!:scream:

ThePatches
06-24-2007, 03:34 AM
Oooh this loos difficult!!! I'm ion as soon as I find the time/right pose ;)

Good luck to all!! Can't wait to see what everyone does!

PhuongDPh
06-24-2007, 06:53 AM
awesome model ! :bounce:
wish I had one

cyfer
06-24-2007, 02:43 PM
i'm too confused !

looking at the Tutorial And workshops section of the forum i see Cafe 01 up to 05 !
and they are in different Subjects ?


is this challenge just started or ended ?
23/6/2007 is the start date ?
i can't see Wips for people , where should we put these ?
ain't gonna be a section in the forum for this challenge ? just like those in the hardcore modelling challenges ?

default-rol
06-24-2007, 02:56 PM
Hey all,

@ ThePatches >>> Good luck and I look forward to seeing your posts. :)

@ LATROMMI-SUINEG >>> You can buy a copy of the original sculpt at the freedom-of-Teach website. I bought a "version 1" a couple of months back and it is absolutely amazing, a real work of art and should last me a lifetime.

@ cyfer >>> No need to be confused. :) This CAFE is a "Special stage" as all the CAFE's up to this point were to "design and invent your own <insert topic here.>" This CAFE is totally different as it is intended to deal with anatomical and structural problems only - you do not design anything on these "special stage" workshops. All of this information was covered in the inital post at the top of the thread to remove the confusion.

The challenge began a little over 24 hours ago and will run for 14 days, or a "fortnight." time is still on your side. ;)

WIP's should go on this thread >>> as should your final piece.

Everything for the CAFE's (normal and special stages) are all in the sub directory "Tutorials and workshops" of the Artistic Anatomy and Figurative Art forum.

hope that helps some

Cheers all - I'll be updating tonight as I'm working on it now.
MIKE :)

ghoul
06-24-2007, 05:05 PM
Andreja, nice work I love it, will turn out great I think. Also nice to see more people from this region of the world on the forums :thumbsup:

Here's mine...didn't have much time but it's a start:D. wanted to do it all with zbrush, so I started with Zspheres, and sculpted some general masses to get proportions, nothing much. I am planning to make the model in neutral pose, then make a sculpture of him peeling off his skin, the final will be partially skinned partially teared skin...

-ivan

http://img140.imageshack.us/img140/8675/malefigure01jt5.jpg

Izuael
06-24-2007, 07:05 PM
Hi,

I'm currently studying ecorche in Sweden at an university. My teacher is Jim Wikström and he has studied in Florence.

Just wondering if I (and maybe other from the class) could post our stuff here aswell, just for fun and to see the progress.
We use other references (from our teacher and different books) and have a longer schedule (5 weeks for the ecorche, and we're done with 2 weeks already) so I understand if it's 'offtopic' in a way.

Maybe I should just make my own thread somewhere else here. Hehe. :)

default-rol
06-24-2007, 07:42 PM
Hi,

I'm currently studying ecorche in Sweden at an university. My teacher is Jim Wikström and he has studied in Florence.

Just wondering if I (and maybe other from the class) could post our stuff here aswell, just for fun and to see the progress.
We use other references (from our teacher and different books) and have a longer schedule (5 weeks for the ecorche, and we're done with 2 weeks already) so I understand if it's 'offtopic' in a way.

Maybe I should just make my own thread somewhere else here. Hehe. :)

I'm fine with you posting up your ecorche work if it's currently a "live project" you are studying - this event is being turned into a 4 week workshop anyway, by request, so you can keep posting up your WIP as you go along. :thumbsup: We look forward to seeing it.

@ ghoul >>> great progress! :thumbsup:

<<EDIT>>

I've finished my block out - UV mapping, then the real fun starts... :scream:

http://img209.imageshack.us/img209/256/wip03gj6.jpg

MIKE :)

sethlamberton
06-24-2007, 08:52 PM
Hi everybody. This is the first time I'm participating in one of these and am very excited. I was looking at reference image one and two, and comparing them, and I cannot coordinate the thumbs between the two images, especially regarding the shadows in the palms(?) of the hands, as well as the direction of the tendons in relation to palm and back of hand position. Are the hands of the ecorche model in two different positions, or are the shadows very deceptive in relation to a convex hand curvature?

lukx
06-24-2007, 09:21 PM
I'm not sure if I will have time to finish it but even if don't I will still keep going. I will be recording all creation process. Here's first small timelapse.
www.lukx.com/content/tutorials/ecorche.mov (http://www.lukx.com/content/tutorials/ecorche.mov) (11.5MB)

default-rol
06-24-2007, 09:36 PM
Hi everybody. This is the first time I'm participating in one of these and am very excited. I was looking at reference image one and two, and comparing them, and I cannot coordinate the thumbs between the two images, especially regarding the shadows in the palms(?) of the hands, as well as the direction of the tendons in relation to palm and back of hand position. Are the hands of the ecorche model in two different positions, or are the shadows very deceptive in relation to a convex hand curvature?

Yup, I picked up on that too after I got sent them. After comparing the image planes to the real model, it is a trick of the lighting and makes the thumbs appear the wrong way round. So what I did was take a photo of mine on a sunny day last week incase clarification was required. Here it is >>>

http://img511.imageshack.us/img511/7242/ecorchearmtw6.jpg


Hope that helps you some. :)

@ lukx >>> This workshop is being extended to 4 weeks. I will confirm this officially shortly. I hope that gives you more time to post up cool stuff. :thumbsup:

Cheers
MIKE :)

lukx
06-24-2007, 10:18 PM
this figure I will have on this year Christmas present list :)

sethlamberton
06-24-2007, 10:46 PM
Thanks for the image, that clarifies quite well.

Izuael
06-24-2007, 11:10 PM
I'm fine with you posting up your ecorche work if it's currently a "live project" you are studying - this event is being turned into a 4 week workshop anyway, by request, so you can keep posting up your WIP as you go along. :thumbsup: We look forward to seeing it.

Awsome, thanks. :)

I'll make a big image with collected photos of the sculpt (I don't wanna spam with 50+ photos hehe) and then I update as frequently as I can.

I hope more people try doing it the 'classic way' with clay, it rocks! :D

default-rol
06-24-2007, 11:15 PM
Awsome, thanks. :)
I hope more people try doing it the 'classic way' with clay, it rocks! :D

I'm pretty desperate to try it with clay, personally! :scream: I'm just trying to convince my girlfriend that she wouldn't mind our flat being turned into a makeshift workshop... :D She reckon's poly modeling makes less mess, but I will make one for real some day.

I've seen the ecorche course at the Florence Academy of Art's website, and it must be an amazing experience. I'm envious of you. I reckon i'll be even more envious when I see your amazing skill level and dexterity with clay. :D

Can't wait for your post(s)

MIKE :thumbsup:

sethlamberton
06-25-2007, 04:32 AM
Ok, starting with traditional media because I want to draw big drawings at first. Lighting in the ol' apartment is a bit bad, sorry about that. Will do better next time, with sunlight if it's available.

Womball
06-25-2007, 06:12 AM
Could I do a 3d study of a Hogarth drawing? And can it be seated? I was thinking of doing the cover of Dynamic Anatomy. I like the style, although I don't think all of the muscles are accurate especially in the gluts.

default-rol
06-25-2007, 08:23 AM
http://img526.imageshack.us/img526/2772/cafespecialstage001extow5.jpg


Could I do a 3d study of a Hogarth drawing? And can it be seated? I was thinking of doing the cover of Dynamic Anatomy. I like the style, although I don't think all of the muscles are accurate especially in the gluts.

Hey Womball >>> Why don't you pose your 3D character like the cover of Hogarths book, and try for a similar style, only adding in the anatomy you think he might have been less focused on, using the really detailed image planes provided at the top of the thread to guide you? That would be quite a challenge methinks. :thumbsup:

@ sethlamberton >>> nice start there - the photo you provided has got a bit of perspective on them so they are distorting - but even so I'd tweak the gesture of your side image a bit more. If you are planning on rendering these up, then getting the foundations in right will make the detail really sing out. :thumbsup: Keep posting your progress. Good luck.

Cheers all
MIKE

oliveira
06-25-2007, 03:17 PM
i will work in something to post here tomorrow

great!!

Alex Oliver

default-rol
06-25-2007, 04:58 PM
This is my level 1 block in within ZBrush >>> I'll be working on level 2 tomorrow I reckon. :)

http://img462.imageshack.us/img462/9527/wip04iu2.jpg


Loads of work to go - but, as always, C&C welcome. :)

Cheers
MIKE

Izuael
06-25-2007, 08:22 PM
Hi again,

Here's what I've done so far, this is about ~2 weeks of work
(haven't taken photos of it the most recent days, but I will).
3 weeks to go.

http://img509.imageshack.us/img509/8420/ecorcheff1.jpg

theflash
06-25-2007, 08:55 PM
Wow mikael, that's some really nice work. I am impressed. And thanks for posting the process. Looking foward to see the final result.

Womball
06-25-2007, 10:41 PM
i will work in something to post here tomorrow

great!!

Alex Oliver

Looking forward to your version!

Belltann
06-25-2007, 11:53 PM
http://script.tt.ltu.se/%7Edg04//johlor-4/ecorshe360thumb.jpg (http://script.tt.ltu.se/%7Edg04//johlor-4/ecorshe360.mov)
Right-click on image and save. 4.51 meg, 1435X1076.

I made this last year in skellefteå, sweden, at the same course as Izuael.

Hopefully youll have any use of this reference.

God luck everyone.

Womball
06-26-2007, 12:44 AM
Awesome sculpt. I would love to start from the bones up, but I don't think I would have time to build a skeleton in a month, the bones themselves are tricky to model, I think. Strange shapes. Tendons were also a pain to model, since you have to wrap them around the model. I do not know how you would rig them.

ghoul
06-26-2007, 12:47 AM
hey Michael R.
Great model so far, you took the topology-first approach which is better than mine in a long run for sure, but, hell I wanted to try and see what new Z3 can do :)

may I suggest to take a look at the overally rythm of your figure and distribudion of masses...maybe you are sticking to ref too much. I think you should always do something "the way you like it" even if it's not 100% like the ref...I am talking about those extremities the most. Maybe your topology got you lost a little :) (note that my figure probably has these same flaws, but it's easier to spot on someone else's model :))

also, could you please post a little larger image next time, it seems you have much detail there but the pic is too small for it to be seen :)

looking forward for the updates!

Izuael,

the real-world thing looks absolutely amazing wish I will do it one day :) keep it coming!


...here is my next wip, I hope I can call it next one, I'm not sure if it's enough progress to make another post:D , but whatever...here it is. Done a little more definition of the muscle masses, changed pose a bit, and pretty much am satisfied with it now. Starting the individual muscle definition now (did some on the legs, still very incomplete). As mentioned earlier I did no specific topology, started with zspheres. Just didn't want to bother with it and see what can be done...wanted to eliminate the technical side if possible :)

comments welcome!

-ivan

http://img207.imageshack.us/img207/7584/malefigure02ng8.jpg

cesarzambelli
06-26-2007, 04:03 AM
Hey mates

here is my attemp

I still have to work hands, forearms, feet and face on this level

have to add another level to keep going on the rest

http://img339.imageshack.us/img339/8034/ecorche002rt4.jpg

see ya friends

PhuongDPh
06-26-2007, 08:55 AM
@ LATROMMI-SUINEG >>> You can buy a copy of the original sculpt at the freedom-of-Teach website. I bought a "version 1" a couple of months back and it is absolutely amazing, a real work of art and should last me a lifetime.



hix, $195 is a bit expensive for me http://forums.cgsociety.org/images/icons/icon10.gif I downloaded some images of version 3 long time ago, and that's enough http://forums.cgsociety.org/images/icons/icon10.gif
and a virtual model ( 3d model ) is enough for me http://forums.cgsociety.org/images/icons/icon10.gif
thx

default-rol
06-26-2007, 09:30 AM
Morning all,

@ Izuael >>> That's looking really great so far. I hope you get your progress photos of where you are really up to, on the thread soon. :thumbsup:

@ Belltann >>> thanks for stopping by and posting that - it looks really good. :thumbsup: Are you planning on doing a digital one for this workshop? I bet you will find it easy since you've done on before, "the hard way." :thumbsup: I notice you did it in Chevant. I've been trying to find a supplier in the U.K. for chevant or Green Roma, but can only find super sculpy. I notice you are U.K. based now, have you had any luck with finding some here?

@ ghoul >>> Thanks for the feedback. I'll take another look at the figures gesture and mass distribution after a cup of coffee this morning - I always find that leaving it overnight gives me a fresh eye on it in the next day. I posted small initially as there really isn't much detail in it at the moment to be honest with you. I was more in for dialing in the gesture. Bigger pics should be coming from today, once I've looked at the overall again. I love your figures gesture btw, really expressive hands. Looking forward to more. :thumbsup:

@ CuTiA >>> Hey, that's a really good start and should turn in to a nice sculpture. He look very natural and relaxed. I look forward to seeing it progress.

@ LATROMMI-SUINEG >>> We all look forward to seeing your "virtual model" then. :thumbsup:

Cheers all
MIKE :)

michael-olszak
06-26-2007, 10:12 AM
wow great work all. already so much done! seems like this is gonna be a very awesome workshop :)

I wanted to start with one of the guys behind the glass. Just for practice. here is last nights result. Block in with an H pencil. i figured if i'll start with the pencil i usually use (2B) it'll become too sketchy again.

http://www.molszak.nl/cgtalk/character_cafe/MALE_ECORCHE_01.JPG

Belltann
06-26-2007, 10:30 AM
Default-rol: Thanks. Havent really checked for chavant here in england, but I have a feeling its quit hard to find shops with good prices. But I'll have a noseabout and see if I can find something. Sadly I dont have the time to do a digital one.

SpaceTik
06-26-2007, 11:49 AM
WOW! so many great starts already!

Ill try and get started in a couple of hours... after a nap :)

default-rol
06-26-2007, 07:20 PM
Hey everyone,

I managed to get the top half taken to sub div level 2 in ZBrush today, up to the top of the iliac (pelvis) crest - I may try to get his legs and feet done tonight, or it may have to wait until tomorrow. I think I'll take the whole mesh to level 3, then start breaking parts off for extreme detailing. That is unless anyone else has better ideas for it? :D

http://img356.imageshack.us/img356/6892/wip05sf3.jpg


@ michael-olszak >>> love the gesture :thumbsup: It's a tough pose you've got going there - I hope you manage to really push the details and make all the muscles really defined as it I reckon you'll really benefit from it. great stuff.

@ Belltann >>> thanks for keeping a lookout for chevant for me. Sorry you don't have time to participate this time round.

@ SpaceTik >>> Yup, some fast movers on this thread! LOL. looking forward to seeing your participation, as always. :thumbsup:

Cheers all - C&C on my effort welcome and appreciated, as always.
MIKE :)

cyfer
06-26-2007, 07:25 PM
@ Belltann

Thanks For posting This

@ default-rol

lol , what are you planning to do for the rest of the month ?

nice work so far , the shoulder from the Side View looks a bit broader than it should " at least for me "

Womball
06-27-2007, 01:06 AM
I think he could easily spend a month getting the materials to work perfectly, muscles can be tricky to shade. I wish I was that fast, but I guess that comes with experience. I hope. Extreme details really aren't necessary for a muscles study, except striations and suture marks on the skull.

Layer01
06-27-2007, 07:41 AM
hey default-rol, could you link some high res pics of your wires. I'd love to see the topology :)

michael-olszak
06-27-2007, 08:23 AM
Default-rol - Man that is some amazing modeling work man. Looks awesome.

default-rol
06-27-2007, 09:15 AM
Morning,

@ cyfer >>> Good spot on the shoulder there - it was totally huge! LOL. I went and fixed it after reading your post. Thank you. :thumbsup:

@ Womball >>> I'm going to try to get the muscles far more refined and the fibre detail sculpted in, then export as displacement maps for maya. I may also get a cavity map out and use that too for extra punch on the muscle fibres. Don't know if I'll get SSS working on it as I'm missing a node for it and I'll probably have to re-install maya to get it back, which I don't really want to do in the next couple of weeks. I'm probably going to have to transfer from ZB3 to ZB2 to do some of this, unless i can work out how to get HDGeometry in ZB3 to work without crashing the program... :D

@ Layer01 >>> I've got a low res wire up on the previous page, but I'll post up another, higher res one tonight after I see how far I get with him today. :)

@ michael-olszak >>> Thanks. :) Can't wait to see more of yours

Cheers all
MIKE :)

SpaceTik
06-27-2007, 10:39 AM
Freakin good work default! this will be more detailed than your turkey skined dino! :)

go hard man, push that Zbrush till it cracks! Ill cheer you on like Jah Jah Binks, in "robot chicken!"

lol

Djampa
06-27-2007, 12:34 PM
i will work in something to post here tomorrow

great!!

Alex Oliver

Wow.... you really did post here ! :scream:
Oh my... heavy weights coming up to join us, this will be ultra productive.
Thanks for joining Alex, looking forward for your model/sculpture/drawings (or models...)

Default thanks for extending to 4 weeks, much better.
Deleting a lot of days from my schedule now to do something useful to better learn something here.

Cheers all,

BobbyB
06-27-2007, 03:02 PM
Thought id join in on this one and get a little high res modeling practise.
Started this today though it best to post it up before i continue on.
http://forums.cgsociety.org/attachment.php?attachmentid=115205&stc=1

default-rol
06-27-2007, 04:28 PM
Completed the second level of sub division (smoothed it to the third level to remove some facets on the polys for the screengrabs) >>>

http://img524.imageshack.us/img524/2776/wip06wu2.jpg


The wire of it at this level, at Layer01's request >>>

http://img503.imageshack.us/img503/7193/wip06wirezu9.jpg


I reckon I'll be able to take the full mesh up to just under 2 million polys (level 5) before I'm going to have to start breaking up the mesh. Should be fun... :scream:

@ SpaceTik >>> More detail than the turkey skinned dino?! Are you insane!! Well, yes, I am now you mention it...LOL! :arteest:

@ Djampa >>> You should be really thanking RebeccaK for the extension - it was her that made it so... :D

@ BobbyB >>> Really sweet start - We love to see progress here, so please keep posting up as you do it.

Cheers all
MIKE :)

Womball
06-27-2007, 04:41 PM
It looks really good! My only suggestion is that a lot of the joint attachments and ends of the tendons are not very clear. This is apparent at the knee where the muscles look sculpted rather than attacted to the bone.

I'm working on a model myself but I want to spend a few more hours before posting it. Not sure if I should model the hands as boney with tendons or like Hogarth did with only the tops of the bones exposed, and the rest of the padding there. Although my study looks a lot like my last attempt at the anatomy.

Rist
06-27-2007, 08:01 PM
Is it possible to learn 3D software at the top level without having formal education? It seems rathe rcomplex and whenever I buy a 3DS Bible it is usually too big for me to get interested with it.

FATANTASTIC stuff people!

I started a new job this week, so have no chance to start this workshop. Will try when i have time, if not I will start it at the weekend!

Womball
06-27-2007, 08:08 PM
Is it possible to learn 3D software at the top level without having formal education? It seems rathe rcomplex and whenever I buy a 3DS Bible it is usually too big for me to get interested with it.

FATANTASTIC stuff people!

I started a new job this week, so have no chance to start this workshop. Will try when i have time, if not I will start it at the weekend!

Try zbrush 3.0 or perhaps mudbox. I think you have more room with zbrush 3.0 since you can color your work than and pose it. You can rough out a body with zspheres pretty quickly and sculpt in details from that. But its a unique interface so you probably will want to check out some training DVD's and videos and zbrushcentral.

engelik
06-27-2007, 08:16 PM
http://img159.imageshack.us/img159/4435/wire1sgq1.th.jpg (http://img159.imageshack.us/my.php?image=wire1sgq1.jpg)
I'vebeen working in the basemesh :) , i hope to finish it soon so i can start sculpting!
> default-rol :eek: awesome sculpt so far..

cesarzambelli
06-27-2007, 08:33 PM
hey mates

nice sculptures around here

default: i think that your sculpture has a very tense pose, i would try to relax that, maybe the tights are too long, and the shoulders to wide. and agree about the connections to the bones, the model looks a little melted

here is mine so far
the connection of the tight muscles to the hip bone are not too sharp (melted too)
the muscles of the escapula have some issues to fix
have to work the forearms and shin

http://img166.imageshack.us/img166/6409/ecorche003ob2.jpg

hope you like it =D

default-rol
06-27-2007, 08:44 PM
@ Womball >>> Yup, I think I need to do more work on his tendons too - only so far I could go at the sub div level I was at. I'll take another look at all the "fixtures" tomorrow over a cup of coffee and dial these tertiary forms in from there. :) Thanks for mentioning that though - it is a very valid point.

Is it possible to learn 3D software at the top level without having formal education? It seems rathe rcomplex and whenever I buy a 3DS Bible it is usually too big for me to get interested with it.

"Formal" education here in the U.K. is a joke anyway mate, judging by my own experience (I've got a Masters degree in Computer Animation, and a BA(Hons) in Industrial Design.) Other countries seem to actually "teach" stuff to their students... crazy, I know. All the stuff I've learned about 3D and 2D figure art/sculpture has come from this forum, gnomon and a couple of choice books on the topic, (recommended from this forum.)

@ engelik >>> Good start, can't wait to see more. you might want to tweak the gesture of him in the side view a bit, his weight isn't quite there yet on his quads. i know you can do this easy in your sculpture package, but I thought I'd mention it...

@ CuTiA >>> I'm loving your pose and you've really started to develop the anatomy well there. like you say, with a bit more resolution and area specific sculpture, you can really start dialling in the tertiary forms so that they really read as ligament attaching to bone. I do agree that our models both fall short of that level at the moment - but it's early days yet. :) As for my pose - I feel o.k. with it in general as I reckon I'd be pretty "tense" if I'd have had all my epidermis flayed from my body! LOL! :scream: Just kidding... :D

Cheers all
MIKE :)

oliveira
06-27-2007, 09:00 PM
Hi all, just joining to share my sculpt
i just work two hours on it until ,tomorrow i will get more time to spend on it , i holp you like\
im using Zbrush 3.0 and working with 3 subtools ,head skull, mass and flesh.
please ,comments

thanks

Alex OLiver


http://www.alexoliver.art.br/gallery/img/6/SKULL1.jpg

http://www.alexoliver.art.br/gallery/img/6/SKULL_2.jpg

http://www.alexoliver.art.br/gallery/img/6/massa-1.jpg

default-rol
06-27-2007, 09:26 PM
@ oliveira >>> He seems very "restful," and of course, (it goes without saying really,) very real. What MatCap are you using for him? It's got a really nice feel to it.

Beautiful stuff anyway, the skull rocks - and all in under 2 hours! Well, I've got a long way to go, so I'd best be getting back to it... ho hum, LOL. <dashes off to play with his base shaders>

Looking forward to updates, :thumbsup:
Cheers
MIKE :)

michael-olszak
06-28-2007, 04:22 PM
Rebecca rocks!
awesome work default- can't wait to see the final piece.
oliveira- very nice too keep working on it.
CuTiA- awesome!

oliveira
06-28-2007, 07:38 PM
default-rol-thank you!i will try keep it always updated

michael-olszak-thank you!

CuTiA-amazing work buddy!

here's some updates more, still very WIP yet ,but i will try spend mopre hours today on it;


http://www.alexoliver.art.br/gallery/img/6/CAUZSHID.jpg
http://www.alexoliver.art.br/gallery/img/6/CAA38HAD.jpg


http://www.alexoliver.art.br/gallery/img/6/CACJFFE0.jpg

Womball
06-28-2007, 07:55 PM
Are you painting skin unto the muscles? The head looks fantastic, and it looks like the muscles are blocked out nicely.

michael-olszak
06-28-2007, 10:21 PM
oliveira - that's really cool man. i really can't wait to see it more developed.

here is a little quickie with ps. about half an hour i think. not even :) and one i did in two evenings. i messed it up but thought i'll post it anyway. Let me know what you think anyways.

i'll be doing the front view next (i think).
http://www.molszak.nl/cgtalk/character_cafe/MALE_ECORCHE_02.JPG

http://www.molszak.nl/cgtalk/character_cafe/MALE_ECORCHE_03.JPG


keep up the good work all. :D

ghoul
06-29-2007, 01:22 AM
Hey there!

I'll try to give a few constructive crits (please NOTE I don't mean to offend or be rude by any way, as my comments may be too harsh sometimes :D, and I am no expert here, just writing stuff that first crosses my mind when I see the models):

default: great progress so far! I think you did get a better overall figure (rythm and stuff), but some areas seem to have gotten a little messy...too many lines and the muscles fall apart and lose integrity. pectorial muscles, for example...maybe the borders of actual muscles should have more intensity and the little lines marking the muscle fibers and and attachments should be less pronounced. Also, same thing with the deltoid...and it is somewhat small compared to other masses, may just be subjective... :)

keep going! You're fast, I'm sure you can get amazing things done!

cutia: I think you should have defined proportions and interaction of forms a little better in the first stage, on the low level of subdivision. It seems you jumped ahead and subdivided your model too much. The usual process is to go step by step in subdivs and get as much as cou can from each one. It's easier to focus on larger things at first, and slowly progress to smaller details.

take care!

oliveira: Pretty much what I said for cutia applies here...also you seem to be "drawing" on the model surface instead of giving it real shape and form...but you do have some interesting line flow all over your model.. I like it!

michael: keep going, maybe make more sketches (some from your imagination) and try to find a pose and angle you like the best. It's always good to spend more time at this stage before starting the real thing!

ok, here's mine, getting serious with those muscles, starting with the real details, left the hand and hands, feet pretty much untouched, will be looking at it later. Trying to be very clean and define muscles first, then move to very little tiny stuff :) (first pic is ortho view and the second perspective)

Now throw your comments at me! :scream:

-ivan

http://img166.imageshack.us/img166/9224/malefigure03vo9.jpg

http://img166.imageshack.us/img166/6003/malefigure04xb1.jpg

Asatira
06-29-2007, 02:55 AM
Amazing stuff everyone, for a very cool subject. I'm glad it got extended since I only found out about this CAFE today. I'm looking forward to see how everyone progresses, and if I can sit myself down, I'll try and get working on one.

SpaceTik
06-29-2007, 03:37 AM
Looking good everyone! I feel like im learning a redundant technique seeing all the zbrush out there... so what would be the disadvantage with zbrush? animation?

started my dude last nite.. all i can say is that im glad we have 4 weeks for this one.
I wont be able to get the details like you guys are getting with zbrush, but I'll push this as far as I can! (just this once) :)

Jo

SwendlyB
06-29-2007, 04:44 AM
Really awesome work you people have posted here! I'm finally done with school
so it's time to start working on some anatomy:). Here's a warm up sketch I did
today to get things flowing. I think I screwed up the proportions a little bit.
I'll be posting more soon.

http://i147.photobucket.com/albums/r304/swendly/ecorchehead.jpg

michael-olszak
06-29-2007, 08:16 AM
ghoul - Thanks. i deffinitely will. this is very important so i will put as much time into this as i can. I still have a lot of problems with anatomy (to mention one thing :D) especially the legs and feet. i always struggle with this. Your model looks amazing man. really cool.

SwendlyB - nice to see you back man. Nice one.

cesarzambelli
06-29-2007, 09:22 AM
Hey mates

nice ones around

Oliver: like it, the face is very natural

Ghoul: the model is one level up from the last, I´ve just set to smooth shade, thats why he looks so smooth

worked on the head, and some body proportions

http://img528.imageshack.us/img528/7280/ecorche005xn0.jpg

http://img263.imageshack.us/img263/5845/ecorche006qu2.jpg

see ya

default-rol
06-29-2007, 11:13 AM
Morning all,

Pretty much had a day away from the model yesterday, though I did finally work out how to get Geometry HD working in ZBrush 3. No need to extract sections of my mesh for fibre detailing now - I can keep it all together which should make for a superior finish, (when I get to that stage.) I shall be going in section by section, from today, and really taking each area to its final form level - then applying the HD frequency details as a final pass once all the form is defined and finalised.

Look for updates from today.

@ oliveira >>> Really nice idea to work on all three layers of the human as sub-tools. He's starting to really come together there and is looking really good. :thumbsup:

@ michael-olszak >>> Thanks for the kind words. Great to see you doing more than one drawing to get the feel of things. I do agree with ghoul that you should try to find a pose you like from some imagination drawings, and then try to add the anatomy back to that. I think it is the best way to learn this stuff in 2D. :thumbsup:

@ ghoul >>> Looks like the shader you've got on him has a built in cavity map associated with it, and that is really punching out your forms - so it is looking really good so far. You've not posted up a side ortho, so it's hard to really judge the rhythm of your masses, though they look fine in the poses you've posted up so I don't think you need to work on them anymore. You just need to really push the head up to the same level as the rest of the body. Loads of important, small muscles there, so that should keep you occupied for a few hours while you bring it up to speed. Good luck. :thumbsup:

@ Asatira >>> hello and welcome. We look forward to seeing what you produce in the coming weeks. :)

@ SpaceTik >>> looks like your DVD arrived from FOT then? The only disadvantage with ZB3 at the moment is that it is unstable in certain situations - but a patch should fix this. you can't make normal maps in it either, yet, until ZMapper is released. Apart from that, there are no disadvantages! LOL. You can make morph targets in Zmapper, and export normal and cavity maps from your high poly sculpt from there too. Displacement maps can be made easily too, for applying to your mesh in your main 3D package. The interface is funky to start with, but you soon get used to it, apart from that it is all good... LOL. Looking forward to seeing your piece develop.

@ SwendlyB >>> Great start and I'm looking forward to seeing what you produce next. :thumbsup:

@ CuTiA >>> He's looking well. Are you using the pinch brush on the muscle borders? I'm considering it, but I've heard that it can cause problems with exported displacement maps, so i'm not 100% sure if i should or not. Have you had any problems using this technique?

Cheers all
MIKE :)

sirielle
06-29-2007, 12:16 PM
Nice start for everyone :) I'm not 3D artist, but what you can do here with a figure just blows mind, your renders are great. You make me want to throw Painter into space and try ZBrush. I know it's not easy, some years ago with a tutorial I tried to make a castle in Blender and gave up when everyone kept telling me it was a crown ;) So, not now, but some day it in the future. I need to learn how to work on 2D figure first, but it would be amazing if I could turn my characters around in space.

Keep up the good work everyone :)

I'll try to join you later, if not during the workshop, then I'll do the skinless man on my own,but it would be batter to do it during the workshop, of course.

Djampa
06-29-2007, 01:04 PM
Morning, :)

Took a short time to talk now,

Oliveira, Alex - Oh my... I knew you were coming with something really nice. Still killing my projects here till this weekend(boring ones...) will get some stuff here next week, now we have 4 weeks, thanks Rebecca for that ;)
Alex I know you gonna kick me real life if I don't make it right and fast *lol* Very inspiring model thanks to accept the invitation and join up. Hey bring your "lazy" friends *lol* hahahhaha I know everyone is ultra busy, at least call up Fernando to join up, he's fast too. there's enough time here.
And hey, will you post some clay too ?

CuTia - I like a lot your model, going very well, keep it up, looking forward for more.

Ghoul - Nice shapes. Head needs some work but obviously you focused on the body first.
keep up, promising model.

michael-olszak - hey buddy, going nice. I like the pose.

engelik - going very well, good form you have on your base mesh, just missing a few parts and then is enough to get start sculpting I think. Looking forward.

Fl3wk :

Is it possible to learn 3D software at the top level without having formal education? It seems rathe rcomplex and whenever I buy a 3DS Bible it is usually too big for me to get interested with it.

FATANTASTIC stuff people!

I started a new job this week, so have no chance to start this workshop. Will try when i have time, if not I will start it at the weekend!

Hi there,
3DS Bible is boring, more a good reference book than to teach you something.
Actually to learn proper 3D modeling you must focus on principles of modeling, Ballistic Publishing's Character Modeling series and "The Face" are more suitable for that ;) more inspiring.
If you are a really good sculptor and do nice drawings ZBrush is completely easy to learn, its meant for artists not software users, so all you need are some nice tutorials to handle some technical things, Gnomon ones are great to help with that. (I got some Meats Meier Z3 ones at Gnomonology (http://gnomonology.com/tutorial/69), it rocks and you can have an idea from the final DVD, it Worth to pay only US$ 6,00 to have 'look' at it).
Although if you want a proper learning that joins up software knowledge with anatomy principles and accurate modeling skills I'd suggest formal teachings but at a place that have truly skilled and professional CG artists, Default-Rol is totally correct with what he said. I'm learning from Oliveira now, I'm very lucky for that, it's really cool cause I can see him working real time on the models and learn from it and when you make some mistake you can be corrected on the fly, but he is a pro delivering models to worldwide CG industry, that's a big difference, and as you can see here on this thread he is always humbly studying and hearing C&C, we never stop learning from it. Like formal art studies, see Rebecca's teachers at Pasadena, that's gold and diamonds to find, and for sure you must give all the best at your own too.
In fact these workshops here teach more and motivate than anything. (Rebecca... such a nice soul...)
But if you want to dig all 3DS software you are going to take six months to a year at least studying it on a daily basis, and maybe you won't use a lot of its powerful resources.
I think XSI has a shorter learning curve, and specially for characters you have some nice intuitive features like the 'M' key and proportional tool. I'd suggest Digital Tutors Introduction to XSI (http://www.digitaltutors.com/store/home.php?cat=54) and the Polygon and Sub-D tutorial too, you can get a lot from that very fast, they are not boring tutorials at all.

Good luck on your new job and hope to see your studies here soon.

Belltann - Want to see more ! *lol* You do nice sculptures.

SwendlyB - Keep it up, that's it. Curious to see what's next.

Default-Rol - mmmm I'm looking at your model and learning from it, thanks. :)

Cheers all,

michael-olszak
06-29-2007, 01:41 PM
Djampa - thanks. i'm gonna do some more drawings the way ghoul and Default have suggested. I really want to learn as much as i can about the male anatomy in the following 3 weeks to come, so stay tuned dude! how about you, are you gonna submit some work?

oliveira
06-29-2007, 09:00 PM
default-rol-thank you!!!

Djampa-thank you buddy!

here`s a new update;

http://www.alexoliver.art.br/gallery/img/6/anatomy_2.jpg

http://www.alexoliver.art.br/gallery/img/6/anatomy_4.jpg

http://www.alexoliver.art.br/gallery/img/6/anatomy_5.jpg

http://www.alexoliver.art.br/gallery/img/6/anatomy_6.jpg

http://www.alexoliver.art.br/gallery/img/6/anatomy_7.jpg

BobbyB
06-30-2007, 05:51 AM
here is an update

I know it looks to have more bulk that the original but im working on that.

http://img529.imageshack.us/img529/401/render3wb5.jpg
By bobbyb (http://profile.imageshack.us/user/bobbyb) at 2007-06-29

BobbyB
06-30-2007, 09:09 AM
Another update before i head out and have some beers.

Cheers

Rob

http://img165.imageshack.us/img165/4164/render4wu8.jpg (http://imageshack.us)

engelik
06-30-2007, 11:54 PM
http://img524.imageshack.us/img524/1452/wirebasemeshshl1.jpg

i'm done with the base mesh, i will start sculpting now :)

SpaceTik
07-01-2007, 03:17 PM
hey guys. Almost done with modelling.. I will add more details using displacement.

DEFAULT: FOT is a great tutorial by the way! worth every cent.

got zbrush 3 on the way! talkied my boss into getting it for me :)

3 weeks to go! :)

Womball
07-01-2007, 08:56 PM
Is that a blender base Englik? It looks like blender's wireframes.

engelik
07-01-2007, 11:41 PM
Is that a blender base Englik? It looks like blender's wireframes.
yes, i am using blender :) i'm not sure where i should sculpt though... in blender, or try mudbox/zbrush where i could archive a bigger polycount..

Womball
07-02-2007, 12:15 AM
Whatever you can easily sculpt in, you need about 2 million polys. with that you can get down to some veins.

engelik
07-02-2007, 12:28 AM
Whatever you can easily sculpt in, you need about 2 million polys. with that you can get down to some veins.

well.. i just tested in blender and i can go up to 500.000 polys.. but i cant undo... :\ (blender crashes..) maybe i'll try mudbox.. it seams more friendly than Zbrush... although zbrush has some nice features too.

DaddyMack
07-02-2007, 08:32 AM
hey guys. Almost done with modelling.. I will add more details using displacement.

DEFAULT: FOT is a great tutorial by the way! worth every cent.

got zbrush 3 on the way! talkied my boss into getting it for me :)

3 weeks to go! :)

FOT just arrived here:D and it looks awesome... Will rip into it asap and see what run I can give you guys for your money;)

SpaceTik
07-02-2007, 04:05 PM
Hey Mack! you will love the tute, really changed my views on organic modelling.. good luck mate!

ok, i've run through this tute really quickly and my model is nowhere near as good as mr Mirza's.. (cause he cheated using smooth brush & stuff at the end) but its the best model i've ever done and im quite pleased! :)

next ill be cleaning the mesh.. UV, then to detailing.. the bits

laterzzz!

oliveira
07-02-2007, 04:12 PM
hi all!

really nice works here!!

http://www.alexoliver.art.br/gallery/img/6/anatomy_14.jpg

default-rol
07-02-2007, 05:40 PM
Hey all,

I've not had much chance to work on this at the weekend but I did get time today >>>>

http://img522.imageshack.us/img522/4896/wip07nb1.jpg


I'm about 50% of the way through the head - I've got to try and put more expression in his eyes and add more details in the muscle fibres, veins and better transitions between the muscles and the skull etc. Anyway the next 50% will be the harder one! LOL.

Brilliant stuff everyone! Simply stunning...

Cheers all
MIKE :)

<<UPDATE>>

Done the nose and the eyes - The eyes are really getting to me - does anyone have any thoughts on if they are o.k/ look natural, or not?

http://img105.imageshack.us/img105/5207/wip08ga8.jpg


Cheers (again)
MIKE :)

oliveira
07-02-2007, 10:07 PM
hi all,

here`s some updates;

http://www.alexoliver.art.br/gallery/img/6/anatomy_17.jpg

http://www.alexoliver.art.br/gallery/img/6/anatomy_19.jpg

http://www.alexoliver.art.br/gallery/img/6/anatomy_24.jpg

SpaceTik
07-03-2007, 03:12 AM
impressive stuff guys..

hey Default, I think the eyes are fine.. maybe they are not as deep set as the models are? anyway it's looking awesome mate! how about just changing the lighting so its more dramatic? at the moment its all lit fairly evenly.

oliveira: hey mate! models looking amazing! looks like you are setting the benchmark for this challenge.. small crit if I may.. the bridge between the nose and mouth could be pulled out just a bit, and the collar bones are a bit MASSIVE! :)

how long have you been using zbrush? just interested in the learning curve :)

BobbyB
07-03-2007, 11:56 AM
Done a bit more poly pushing tonight.

http://img508.imageshack.us/img508/7079/render5uv0.jpg (http://imageshack.us)

michael-olszak
07-03-2007, 12:01 PM
Jesus guys. that's some amazing work you're posting here. Keep it up :D

SpaceTik
07-03-2007, 12:12 PM
Looking good Bobby, what are you using mate? is that Mudbox?

BobbyB
07-03-2007, 12:19 PM
Yeah its mudbox. Thought id give it a go over zbrush. Its really nice. This it the first project apart for a quick glance at high detailing programs, that i have done in a high detailing program.
Im really enjoying it.

michael-olszak
07-03-2007, 08:54 PM
Hey. i did some other studies. the way dafault and ghoul mentioned. it works but is ver difficult i must say. here are some results.

http://www.molszak.nl/cgtalk/character_cafe/MALE_ECORCHE_04.JPG

Womball
07-04-2007, 05:47 AM
http://img224.imageshack.us/img224/333/hogarthanatomyyk4.jpg (http://imageshack.us)
Shot at 2007-07-03

About a week of work, 1-2 hours a day. I'm pretty slow, tons left to do. :-( But I think the proportions are finally presentable. The pinch brush is awesome for closing up the gap between muscles creating a sharper seperation. I think the best example of this on the trapezious on the back (really strange shape triangular-like muscle that compose the back of the neck). I started with zspheres.

@Default rol- the head looks fantastic! For the eyes they tend to be rotated downward slightly even when they looking straight ahead. I think the angle that is created by the line of sight to the base eye is around 35 degree's downward.

SpaceTik
07-04-2007, 10:15 AM
quiet at work... did some tweeking..

default-rol
07-04-2007, 01:24 PM
Hey all,

amazing work going on still! Brilliant to see.

Here's the back of him >>>

http://img140.imageshack.us/img140/943/wip09sl6.jpg


Probably going to work the top of the traps again so the fibre detail is more refined, and I've still got to pull the scapula out more so it can be seen and felt better. Obviously I haven't touched anything else, yet. :D

Cheers all
MIKE :)

BobbyB
07-04-2007, 05:06 PM
If any one here has one of these things and im sure someone does, could you give a bit more refferance of the inside of the leg and arm and the area above the clavicle.


Cheers

Rob

default-rol
07-04-2007, 07:38 PM
If any one here has one of these things and im sure someone does, could you give a bit more refferance of the inside of the leg and arm and the area above the clavicle.
Cheers
Rob

I'll try and photo the bits you need tonight or tomorrow. :)

Cheers
MIKE :)

ghoul
07-04-2007, 08:08 PM
Hey there, didn't update for a while... first to comment on your work...

Swendly: I really like your sketch, don't know what exactly are you aiming for, but that has some style! Like the lines kind of wandering around in smooth pattern. Proportions are not important here! Do some more please!


Default: I am amazed by the head, really impressive stuff there! You asked about the eyes...they did look strange in the first shots, but you seem to have fixed it pretty much in those you posted after...maybe you can accentuate those tear ducts a bit more and get some opposing curves in the eyes...hope you get what I'm talking about. Still it's nitpicky, and I didn't even notice the eyes untill I read you complaining about them :)

as for the back...I agree you have to make scapula visible underneeth all those muscles, but again, great work! I would make the deltoid larger and trapezius smaller tho...

some questions: you mentioned, you split your mesh to multiple parts and keep going from that...could you please tell us a bit more about the process. How do you assemble it back for rendering? Are you still going to do it, or do some HD sculpting? How many polys does your mesh have right now?

thanks and keep it up! It's turning to be great!

Womball: good start! I think you still have some proportions issues there... the limbs seem to be too long compared to torso, the knee area is too narrow, in the profile, back curve seems to be off, should be more like "S". From the back view, the part where arms join to torso you have some gap that should be filled with muscles...see some refs for taht. Also lower arm is too long compared to upper arm.

just pointing some things I see...hope that was helpfull. Keep it coming. :)

SpaceTik: great way to start, I see you focused on the masses first, and gradually move to details. Seems good so far... maybe some face proportions are off.

BobbyB: good "poly pushing" so far, proportions seem to be pretty good... something strange with the eyes and the hands could maybe be a bit larger. The lower torso is a bit odd..can't pinpoint what :) hope that helps! Keep up!

for the refs, I tend to look it in my anatomy books, and if something is not clear enough I just google it... there is plenty of medical anatomy everywhere (including wiki) and is pretty usable.



Ok, finally here's my stuff. Defined the muscles better. did some head muscles, still low detail... Fixed latissimus dorsi to make a nice V shape now...and so on. I am thinking about posing it right now and continuing from that...btw, is it possible to pose a model and then continue with painting but that symmetry works (all in zbrush)?

thank you everyone for comments!

-ivan

http://img236.imageshack.us/img236/6098/malefigure05gx8.jpg

http://img127.imageshack.us/img127/603/malefigure07ld8.jpg

http://img235.imageshack.us/img235/6461/malefigure06zc4.jpg

BobbyB
07-05-2007, 07:58 AM
Still got alot of tweaking to do but i did a test render to make sure i could get the displacement map to render correctly.

Here it is.

http://img355.imageshack.us/img355/1986/render7dt0.jpg (http://imageshack.us)

default-rol
07-05-2007, 10:37 AM
Hey all,

@ BobbyB >>> here are the bits you need to complete your sculpture.

http://img256.imageshack.us/img256/6145/insidearmfs8.jpg

http://img393.imageshack.us/img393/9448/insideneckej5.jpg

http://img463.imageshack.us/img463/3246/insidelegfp1.jpg

The best I can do I'm afraid as the leg doesn't come off on my version. :) Sorry if the neck isn't too sharp, but it's only a "point and click" camera I was using there. No macro facility...

@ ghoul >>> For this one, since I'm using the new ZBrush 3 and have got HD geometry working I'm not going to split my mesh up. The principal of it is simply to map your UV's in multiple 0 to 1 spaces, then use your UV's as polygroups in ZBrush. Once you get to your poly limit (my mesh is currently 4.6 million polys before HD Geometry) and have resolved your primary and secondary forms, the you start deleting polygroups so you only have 1 section of your mesh with 1, 0 to1 set of UV's in ZBrush. you can then sub divide this one section and keep sculpting. then you export that as displacement or normal maps. you then go back to your original mesh and pick another section to do... so on and so forth, until you've done the whole mesh - you then assemble it all in your main package on different shaders and render out. If you are only doing high frequency details though, it is best to keep your mesh together so you won't get seam problems on the UV sets, and use the bump viewer material in ZBrush 2, (I haven't got this material to work in 3 yet though,) you can then roll your bump map into your normal map using the ZMapper in 2 (and soon 3.)

But now 3 has HD geometry, all of the above may, or may not become an old workflow. :D

Love your sculpt by the way, I'd take a look at the profile rhythm of your neck as your trap flows in to your skull. The gesture doesn't seem quite right yet. :) also, his head seems a little small to me at the moment. Keep going though, as I'm sure it'll be worth it. :thumbsup:

Cheers all
MIKE :)

Womball
07-05-2007, 12:38 PM
Awesome update BobbyB! Its starting to look just like the sculpture, the material is great too.

BobbyB
07-05-2007, 04:12 PM
Thanks alot for that Default and cheers Womball.

default-rol
07-05-2007, 07:26 PM
Hey all,

Just a little update from me. I refined his gesture more and have detailed up more of his muscles >>>

http://img507.imageshack.us/img507/4297/wip10da0.jpg


Cheers all
MIKE :)

Womball
07-05-2007, 07:30 PM
http://img62.imageshack.us/img62/3373/hogarthanatomy2wiresuu6.jpg (http://imageshack.us)
Shot at 2007-07-05

Here are the wires and there is some more work done as well mainly on the upper body. I do have a problem with the zspheres. I only gave myself 500,000 polys to work with and if I accidently hit a, I loose all of my work and it reverts to the original zsphere layout. I would like to try to achieve my goal with 2 million total. The pinch brush is great for that.

default-rol
07-05-2007, 08:08 PM
I do have a problem with the zspheres. I only gave myself 500,000 polys to work with and if I accidently hit a, I loose all of my work and it reverts to the original zsphere layout.

Did you hit "make adaptive skin" under the Adaptive skin sub menu? That will convert your Zsphere model in to a poly mesh that you can sub divide up to whatever your machine can handle. From there, with a poly mesh, hitting the "a" key will result in you going in to HD Geometry mode and not back to your ZSpheres.

Hope that helps
MIKE :)

Womball
07-05-2007, 08:13 PM
Which level would I use to make the adaptive skin? I don't want to lose all of my work, but I would like flexibility too. a toggles hd mode? How do you enable HD?

default-rol
07-05-2007, 08:33 PM
Which level would I use to make the adaptive skin? I don't want to lose all of my work, but I would like flexibility too. a toggles hd mode? How do you enable HD?

I've just done a quick test in ZB3 as I haven't used ZSpheres in it yet really. When I made the adaptive skin at mesh density level 8, cleared out the canvas and then used my "skin_ZSphereCopy1" that i'd made, it had all the Sub div history with it - from level 8 @ 753664 polys right down to the lowest level of 1 @ 46 polys. From the top level, I uprezed to level 9 @ 3014656 polys. Then I went in to the HD geometry tab and divided a couple of times. Then I hit "a" on the bit of the mesh I wanted to take in to HD geometry (hover your cursor over the bit you want to take to HD, then hit "a") to get in to HD mode. hit "a" again to get out of it. Hit "a" while your cursor is not on the model to preview your HD mesh.

hope that helps - get sculpting! :D
MIKE :)

majid-smiley
07-05-2007, 09:36 PM
Hey guys...its my first thread on this site...THIS challenge is very important and make me to learn and study more about anatomy...thak CAFE...
here is my proggress...help me please
http://i8.tinypic.com/53eo4mv.jpg

Womball
07-05-2007, 10:43 PM
It worked! Thanks for that. As for your latest update his body seems a bit too wide, like his shoulders could be closer together. Also your detailing already, but where are the seratus and transverse abdonminal muscles? Also the back muscles seem too thick since you can't see any hint of the shoulder blades.

default-rol
07-06-2007, 10:20 AM
Morning all,

@ skulll_monster >>> Hello and welcome! Your model is looking really great at the moment - I really like it. The hands need to loose volume a bit as you will be dealing with the bones and the tendons really, not the padding on the fingers like you've got there. I suspect that you've taken the hands off a previous model, so I reckon you'll fix that as you get there. :) keep going and posting up though, you are doing a really good job so far.

@ Womball >>> Glad it worked. :) As for my model, I washed out all the detail of the serratus anterior as I wasn't happy with it and will be adding it in today as I finalise the body - i shall be including the external obliques then too. Also, I shall be going back and adding in a scapula, (or two) on the back in a lower level of sub division as it is a really quick fix, (one of the many great things about ZBrush.)

Once all of it if finalised and sculpted, I shall be taking the level 2, or 3 mesh into maya and checking it against my image planes using projection on a camera to see how bad, (or good) things are and fixing it up from there - I will check the silhouette then too and tweak inside ZBrush as necessary. this should eliminate any major problems like shoulders being too wide apart etc.

Cheers all
MIKE :)

Womball
07-06-2007, 04:45 PM
So no finger padding default? Just bones? Does the same go for the feet too?

default-rol
07-06-2007, 04:54 PM
So no finger padding default? Just bones? Does the same go for the feet too?

I've looked at the ecorche I am working from (the one on the first page of this thread) and he doesn't appear to have any fat pads on the fingers at all. All that the sculptor, Andrew Cawrse, seems to have modeled are the sinews to the muscles of the hand and forearm, and the bones of the fingers themselves. In the feet, he has included the bottom fat pads as it is stood on a base and you can't see the under side of the feet + I reckon it'd have improved stability that way for mounting and casting. The top surface of the foot has pronounced sinews, but also you can see through to the lower fat pads.

It's totally up to you how you want to represent any of this stuff, but if you are working from the front page ref, like I am, then the fingers do not have the fat pads included as it obscures the underlying sinew detail.

Cheers
MIKE :)

Quadart
07-06-2007, 05:52 PM
Great work so far everyone.

default-rol, are you going to lay in those tricky surface veins?

I'd like to join in on this one, but even with the extension I'm not sure I'll make it with current projects. Although I'll probably do it anyway as a personal project, even if it's only the head. This is a very inspiring challenge with some really inspiring WIPs shown.
Unfortunately I would have to do it in ZB2. I'm holding out for that "wishful thinking" Mac version of ZB3. I'm not holding my breath.

Keep up the good work, all.

Womball
07-06-2007, 07:21 PM
My first attempt at this was done in zb2. You still have the pinch brush I believe, but not the useful clay brush.

SwendlyB
07-07-2007, 01:17 AM
Thanks everyone for the motivation. Those 3d studies are looking very tight. Too bad I'm still a noob in 3d. Here's a side view of the head. I've compared different anatomy books and it was surprising (and confusing) how varying the anatomy was on some places of the head in each of the books. I'll be posting more as soon as they're done. Keep up the good work!

http://i147.photobucket.com/albums/r304/swendly/headecorch2.jpg

Izuael
07-07-2007, 10:18 AM
Hello again, some more time has passed and here's some more pictures from the last weeks.
Really cool now when it is starting to get some volume with the muscles.

http://img374.imageshack.us/img374/1786/ecorche21kb3.jpg

olle
07-08-2007, 10:34 AM
Im doing the same thing as Izuael.

This is my result so far.

http://www.animate.se/files/070705_two_149.jpg

default-rol
07-08-2007, 11:54 AM
Hey all,

@ Quadart >>> yup, those "tricky suface veins" will be making an appearance on the final model. :thumbsup: They shall be the very last thing I do... :D

@ SwendlyB >>> looking good man. I'd take another look at the fibre direction for your temporalis muscle though, as it fans out from in front of the ear more than you've drawn it. Looking forward to the next one.

@ Izuael >>> looking good after another week of hard work on it. Can I ask how you are modeling it? Did you block out in volumes first and then use a reductive/addative process to refine the secondary and (eventually the) tertiary forms? Or have you built the skeleton and then layed the muscles groups on top of that?

@ leffa >>> hello and welcome! Another traditional model maker - awesome! He's looking good so far. Judging by your model, I am guessing you have built the skeleton first, and then added the muscle groups on top? Is that correct?

Cheers all
MIKE :)

claybub
07-09-2007, 01:50 AM
heres my contribution. Its not quite done yet, but im not sure when I'll get a chance to finish it so I'll post what i have for now.

cheers! :)


http://img456.imageshack.us/img456/5597/ecorsheml2.jpg

Izuael
07-09-2007, 07:46 AM
@ Izuael >>> looking good after another week of hard work on it. Can I ask how you are modeling it? Did you block out in volumes first and then use a reductive/addative process to refine the secondary and (eventually the) tertiary forms? Or have you built the skeleton and then layed the muscles groups on top of that?

Thanks. :) We made the skeleton first, left side that has the muscle didn't have to be as detailed as the right were we can see the skeleton but it still had to be accurate enough to easily know where to place each muscle. After that we went through a group of muscles each day, face, neck and so on. And then we placed them, one by one, even the ones that barely show. All to help us learn. :buttrock:

Belltann
07-09-2007, 09:29 AM
This sites seems fairly good for people in the UK. Only 5.79 £ for 2 lb chavant medium.
Chavant supplier in the UK (http://www.tiranti.co.uk/indexhome.asp)

default-rol
07-09-2007, 09:50 AM
Morning all,

@ claybub >>> Excellent attempt at this workshop! He feels really natural. :thumbsup: I'm having trouble with the volume of my rib cage, with the serratus anterior on it at the moment, so I am looking at yours with great admiration. I hope you get chance to finish it soon.

@ Izuael >>> wow, that sounds intense. But it does seem like a very sensible way to learn. I'm really looking forward to seeing it finished. :thumbsup:

@ Belltann >>> Great! thanks for that link. I found this one too the other day >>> http://www.gocreateworkshops.co.uk/index.asp I may well be buying some clay very soon and having a go. I just need to work out how much to buy? any suggestions?

Cheers all
MIKE :)

Belltann
07-09-2007, 10:14 AM
I would have bought about 10 kg. Thats enough for a fairly big sculpture.

engelik
07-09-2007, 01:38 PM
the progress so far..

http://img253.imageshack.us/img253/7703/progress1qt2.jpg


claybub > wow.. great detail!

default-rol
07-09-2007, 09:32 PM
Hey all,

I'm on the home straight now (I think.) I've got a few things to tidy up and add the high frequency detail to (forearms, hands, feet and refine the torso more + sort out the skull contour around the eye socket & the bulk of the front of the leg - it looks massive to me looking at it here) I've also got to add those pesky veins and export all the displacement maps and render up finally in maya....

Here it is anyway >>>

http://img411.imageshack.us/img411/8307/wip11nq4.jpg


C&C welcome, as always. :)

@ Belltann >>> Thanks for the advice. I will get that much to start with. Cheers. :thumbsup:

@ engelik >>> Looking good. I'd take a look at the volumes you've got going on a bit more. The rib cage is the largest single mass of the body and I feel it should be a bit longer than you've got it at the moment. It may be that the serratus anterior you've sculpted in are throwing it out though. The latissimus dorsi also looks like it could do with a little bit of work on that external contour. keep going - I'm sure you are learning loads doing it, (I know I have) and that is the point. :thumbsup:

Cheers all
MIKE :)

Womball
07-10-2007, 04:21 AM
Do you have closeups of the neck muscles? I'm finding this area to have a ton of layered muscle and its not easy to see where all of the muscles attach.

default-rol
07-10-2007, 12:49 PM
Do you have closeups of the neck muscles? I'm finding this area to have a ton of layered muscle and its not easy to see where all of the muscles attach.

I posted this up on the previous page >>> http://forums.cgsociety.org/showpost.php?p=4497403&postcount=121

There is a close up of the neck muscles there so you can see where they go. :) hope that helps

Cheers
MIKE :)

Womball
07-10-2007, 02:10 PM
Yeah I wasn't quite sure about that image. It looks like the trapezius attaches to the clavicals and that the vertical neck muscles attach to under the clavicals. The veins are distracting.

As for your model default, I would try extracting the veins as subtools. That way you can get more complex veins and they don't look painted on.

default-rol
07-10-2007, 02:49 PM
Yeah I wasn't quite sure about that image. It looks like the trapezius attaches to the clavicals and that the vertical neck muscles attach to under the clavicals.

According to the sculpture I am working off - you are quite right, they do. :D

For my veins - I am going to try and paint them on as a mask, blur the mask slightly and try and inflate them out (method 1) and also try the sub tool idea (method 2.) i'll see which looks best and work from there.

Cheers
MIKE :)

default-rol
07-11-2007, 11:39 AM
Morning all,

I've finished him (apart from the vein network.) Any C&C of the model at this stage would be good, before I go and render out the displacement maps and apply them in maya for the final renders. :)

Does anyone have any advice as to if I should just add the superficial vein network to one side of the model, so that it will make it look less symmetrical?

http://img217.imageshack.us/img217/9516/wip12fp9.jpg


Cheers all
MIKE :)

michael-olszak
07-11-2007, 12:56 PM
wow dude. looks freakin amazing. great model!

Womball
07-11-2007, 02:27 PM
He is a bit too buff for a standard man I think. Seems more like a weightlifter All of the muscles seem bulky in this aspect. The triceps look odd, are they tilted inward? Any closeups of the feet, hands and head? ALso forearm view would be nice. ;-) Those are tricky muscles in those areas. Not sure how well your tendons came out. Why is there no seperation in the top ab rectus? He should have an 8 pack since he is flayed.

Otherwise the sculpting is amazing.

Infuscos
07-11-2007, 08:39 PM
Right, slightly off topic but I need to get it sorted really! In 3dsmax if Im in perspective when i look at a texture it stretches and skews all over the place...:

http://img65.imageshack.us/img65/6475/bendypoorb3.jpg

http://img65.imageshack.us/img65/9076/awesrdftyguhijkho6.jpg

It's in 3dsmax obviously :bounce: .

And just to clarify, that's a referance image on a plane :)

Infuscos

default-rol
07-11-2007, 11:50 PM
Some final renders...

http://img296.imageshack.us/img296/1826/zbrushrenders01zc4.jpg


http://img62.imageshack.us/img62/7242/zbrushrenders02kv8.jpg


http://img296.imageshack.us/img296/2130/zbrushrenders03fp7.jpg


@ Infuscos >>> As you know I don't use 3DSM myself, but have you tried mapping the image planes to your orthorgraphic cameras?

Cheers all
MIKE :)

sethlamberton
07-12-2007, 02:14 AM
I've been away from the forum for a bit, but wanted still to comment on one of the models a few pages back.

oliveira: Seeing the cutaway of the ecorche figure to the skeleton beneath brings so many generative questions to mind. It really makes me want to understand the joints and where muscles meet bone. This is an interesting and provocative model.

and on the most recent page,

default-rol: the multiple grains, scales and directions of texture on your model are mesmerizing. While understanding that this would be another project, I would love to see the addition of layers of translucence into the body, maybe where some systems are translucent at certain times to begin to understand depth and the interaction and sources of potential frictions in changing states of health. Also, the assymetry of the veins is understandable, as on the one hand, one wants to know where the blood flows near the surface, and where it is deeper in, but on the other hand, one doesn't want the distraction from looking at the muscular systems. The end effect of the assymetry in this case, however, does cause me to wonder if the model is under a bit o' stress, and might pop! :) Overall, really fabulous.

SpaceTik
07-12-2007, 04:00 AM
wow! your the man Default! Im always impressed with your dedication to these challenges and you never disappoint!

out done yourself again mate.

well done!

sethlamberton
07-12-2007, 04:40 AM
Here is what I have tonight. It's become a bit of a different scope of project than I had anticipated. I am drawing into the layering of systems in the ecorche model, and building up to the outer form of the torso, and then the rest of the body. It's definitely still sketchy, but I want to post some process images anyway. Eventually, I hope to articulate the relation between bone and the different layerings of muscle tissue, and to use photoshop's layers to advantage in understanding the depth of the form of the ecorche model. That said, here's some process. I'll post more as it develops.

majid-smiley
07-12-2007, 04:11 PM
hey default-rol...what a nice model...but it need aome adjustment...

here is my model...i create a new topology...
http://i12.tinypic.com/4tuuejt.jpg

SpaceTik
07-12-2007, 04:26 PM
Another great result skull_monster! the face looks just awesome mate!

what software did you use again?

Infuscos
07-12-2007, 08:38 PM
hey default-rol...what a nice model...but it need aome adjustment...

here is my model...i create a new topology...
http://i12.tinypic.com/4tuuejt.jpg

Wow, nice one :thumbsup:

DaddyMack
07-12-2007, 09:59 PM
WOW... there are some stunning models in here already, I'm off to a slow start but learning vast amounts along the way. I'm usint the FOT dvd with Tareq Mirza to make this guy first in Max then I'll ZB him.

About halfway done.
http://www.mack3d.com/misc/mackman1.jpg

The dvd is pure genius and I recommend it to anyone interested in tight surfacing tech

majid-smiley
07-14-2007, 06:29 PM
i dont know how many days left of this Challenge ?!!!

thank you SpaceTik,Infuscos
...SpaceTiki used Zbrush

default-rol
07-14-2007, 09:12 PM
i dont know how many days left of this Challenge ?!!!

There are 8 official days left of this challenge - it wraps up next Sunday. Of course the thread will remain open and you will be able to post after the official final date.

Cheers
MIKE :)

Womball
07-14-2007, 09:17 PM
EEEEe! I have put it off due to birthday week, storyboarding and a job interview. I guess I got to get cracking tonight. Btw there is a gorgeous anatomy study in the book Drawing Human Anatomy by Giovanni Civardi.

SwendlyB
07-15-2007, 03:00 PM
skull_monster
Awesome model. Really good sense of weight on the feet!

Default-rol
Great job! I really like those final renders.

Here's another study at a more complex angle. I still have a hard time constructing heads
in perspective. After finishing it I played with the burn tool in photoshop to see where I could
take it. The neck gave me a little trouble so I'll have to study it more carefully. Tell me what you guys think

http://i147.photobucket.com/albums/r304/swendly/headecorch3.jpg

igorsandman
07-15-2007, 07:52 PM
Hey,
I'm just passing by to say you're all doing a wonderful job. I'l try to get back o the Café next round, if time and motivation permit. (I've made some progress, by the way:p)
Cheers!
-IS-

Womball
07-18-2007, 08:26 AM
http://img150.imageshack.us/img150/6588/hogarthanatomy2xd5.jpg (http://imageshack.us)
Shot at 2007-07-18

Its still needs quite a bit of work, hopefully I can get to it before the time is up. I added 2 levels of hd which takes it up to 32 million polys, however it slows down loading up the model and I can not mask off areas or select poly group islands without crashing the computer. This is consistent. Not sure if its HD related or not. If its how would I remove the hd levels? This is just 500,000 polys.

SpaceTik
07-18-2007, 08:56 AM
my comp died last week.. faithful old pc.

I had big plans for this model. I won't be able to finish before dead line but will post when its finished sometime in the near future.

good luck fellas! looking awesome!

Womball
07-18-2007, 09:01 AM
Very cool! I would love to start with the bones. The bones look right so far.

Djampa
07-18-2007, 01:51 PM
Default,

Oh my !

It came out an impressive piece!
Congratulations!

I'm not feeling well about not being able to get into it here, one of the 'busyiests' times ever, even my daily drawing became a 10 min sketch... at least I could bring Oliveira to contribute here :) BTW Alex... you made a great piece here too, man... thanks for sharing and being around !

Izuael, great job!
Leffa, also great.

Skullmonster, doing great too! nice expression too, keep it up.

Back to a meeting here now... :shrug:


My best wishes to you all,

majid-smiley
07-19-2007, 04:48 PM
thank you friends for your commets
...my model is in proggress ( also my study ;) )

http://i15.tinypic.com/52dr7zt.jpg
http://i14.tinypic.com/6cf8104.jpg
http://i19.tinypic.com/4lzf8lf.jpg

default-rol
07-19-2007, 04:54 PM
Beautiful gesture in the hands there, skulll_monster. simply stunning.

Cheers
MIKE :)

Tonik
07-19-2007, 06:36 PM
Wow, this thread's an inspiration. The quality of work is astounding. I've been concentrating on my day job recently but this really makes me want to head back in a creative rather than techy direction.

Thanks to everyone that's posted work here !

Womball
07-20-2007, 07:15 AM
Blah I'm not going to be able to finish this in time. Going on vacation until next Friday.

I'm having some trouble sculpting the back of the legs and of course the toes are going to look merged since I'm forming a foot out of a block of polys.

http://img149.imageshack.us/img149/4755/hogarth3rl8.jpg (http://imageshack.us)
Shot at 2007-07-19

I think I'm starting to get the fingers to work though. To look bony at least. I have to emphasize the cubic nature of the bones though.

BobbyB
07-21-2007, 07:54 PM
Ok Here is what I did. I really enjoyed doing some high detailed work. I didnt find a lot of spare time to work on it in the end. I think my laptop will be glad that ive stoped working on it, at high detail levels i wondered if it would explode.

Enjoy

Rob

http://img510.imageshack.us/img510/2214/robertbraddyfinalfb4.jpg (http://imageshack.us)

Izuael
08-02-2007, 06:18 PM
Hello again,
Sorry for the late post but here are photos of my done ecorche. Should've used some black curtain behind so you could see it better though.
I think some professional photographer will take photos of our sculpts later on aswell, will be cool to see all ~20 on a row. :)

http://img101.imageshack.us/img101/8900/ec4sr4.jpg

rebelakemi
08-17-2007, 06:29 PM
I'm new to this Cafe Anatomy forum and am very interested in participating (hopefully I'll have free time for this). So bear with me if I'm a little confused. I'm strictly a 2D artist with no 3D experience. All I have to do is draw the poses of the model you have posted. Are you going to pose a new drawing every night? When does it start?

It might be my eyes, but the hands on the front male ecorche look backwards to me. Maybe it's the muscles without the skin. The sides and back poses look fine.

Neomax
09-04-2007, 04:07 PM
Wooooh ! This is awesome.... I guess I'm too late to join in now.. :(

aggie93
09-26-2007, 03:00 AM
I hope that this is the proper procedure for this thread. I saw it today and started with this. I hope to catch up with the rest.

http://img183.imageshack.us/img183/3661/cafe01ae8.jpg

I am having a hell of a time with the anatomy and digital painting to be exact. Therefore I started on the workshop thread of CAFE 001. Let's see how that goes. I am using the techniques as outlined in the steps on Henning Ludvigsen's webiste, http://www.henningludvigsen.com/wordpress/ . I hope it works. It seems to be helping a little. I sketched it in pencil (not shown). Then outlined and shaded in charcoal. I added shadows and highlights with acrylics then blended them with the blenders. Here is what I have so far.

aggie93
09-26-2007, 04:48 AM
An update... bored tonight!

http://img181.imageshack.us/img181/4273/cafe01001kt5.jpg

sirielle
09-26-2007, 10:41 AM
It's coming out nice :)

Workshops have ended long time ago, but I believe it's OK to paint after the ending. Maybe I'll do my version one day, too, for I missed the workshop.

aggie93
09-27-2007, 06:13 PM
Update from last night!

http://img373.imageshack.us/img373/1863/cafe01001bn7.jpg

aggie93
10-02-2007, 03:51 AM
Adding color, getting a little tired of this one. I need to get to the final results faster. Not sure of the color under the skin.

http://img232.imageshack.us/img232/3259/cafe01002td8.jpg

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