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View Full Version : Where do i start on a human model?


Devorak
06-08-2009, 04:32 PM
I just have a question to ask you guys. I'm working right now on my demo reel on the side and I'm encountering the same problem on 2 of my projects. Where is the best place to start modeling a bi-ped character, the shoulder or the head?

If you say the head, fine. Then what should be modeled right right after, the shoulder or the torso, or does it matter? If it doesn't matter?

What i'm trying to achieve is better edge flow to show off muscle but, at the same time I don't want to make things harder for me either since the head is going to require the most edges.

Unik
06-08-2009, 07:18 PM
Nice to know you want to learn organic (human body) modelling. It is always advisable to have some references to study human anatomy before starting modelling :hmm: .

Well to start with do not worry at all even if your head takes many edges, You can later on reduce them when you rest of the body is done. To start with body (human body) firstly you need to make a basic block with minimum edges and there in no compulsion of the order for the things to move on, like you can start detailing when your block is done but before that ensure that you have gone through the whole blocking process (note that this blocking should include your shoulders, chest, rest whole torso and legs as well). When that is complete you can now move on to the detailing part. Take any part you like and start detailing for me I usually start with shoulders then chest, abs....and so on... :rolleyes:

Just go through it....start modelling your model...post the updates here and we can help you fix your problems as you proceed....Hope this would help you ;)


--Nikita

Ziergiest
06-18-2009, 03:59 PM
I've just started my first character model as well, but coming from a more artistic background it's a little bit easier for me. I would suggest buying a book on the human anatomy and study that for some time before you start trying to do human models. Then, buy a good book on modeling in general. " 3ds Max Modeling for Games" by Andrew Gahan is a really good one to start off with. And in Chapter 7 there's a full tutorial on character modeling. It teaches you all the basics from figuring out how to set up your scene for your model to texturing and lighting that bad boy. It takes time to get good at it of course, but a good set of tutorials and instructions and a lot of self study should take you a long way.

Now, since we're chatting about the basics of modeling characters, anyone know of any good tutorials for modeling faces? Its giving me a hard time and I'm starting to get annoyed with it.

Psyk0
06-23-2009, 01:12 AM
Now, since we're chatting about the basics of modeling characters, anyone know of any good tutorials for modeling faces? Its giving me a hard time and I'm starting to get annoyed with it.

Face modeling tutorial:
[/url][url]http://www.veoh.com/browse/morelike/v6441181M56pq8T8 (http://www.veoh.com/browse/videos/category/educational/watch/v4199970Rcyp2cfj)

Another good way to learn is by studying other people's edgeloops.

jCastile
07-10-2009, 04:10 AM
yeah actually a google image search for "head topology" (w/o quotes) is surprisingly fruitful.

My biggest problem with topology though is the wealth of examples showing bad and good topology alike and explanations of what is wrong, but I have yet to find someone showing HOW they go about redirecting/correcting their topology.

-DT-
07-12-2009, 05:59 PM
Face modeling tutorial:
http://www.veoh.com/browse/morelike/v6441181M56pq8T8

Another good way to learn is by studying other people's edgeloops.

veoh is not available over my country :(

IronWarrior
07-12-2009, 06:21 PM
http://www.secondpicture.com/tutorials/3d/3d_modeling_of_a_human_head_3ds_max_01.html

This is a terrific tutorial for starting to model human heads...the proportions aren't perfect, but it provides a really good basis for all kinds of poly modelling.

Devorak
07-23-2009, 02:37 AM
Hey guys how are you? Well, I want to thank you guys for all of your suggestions and responses to my thread. Here is the current state of my 3d model. I got the reference images from a fan kit on blizzard.com if I remember correctly. I'm doing some arrangements on the abdomen so there are a few 5 sided faces but they won't be there for long. Uhmm...what I wanted you guys out there to do is to take a look at the geometry around the shoulder and under the arm pit. My teacher once told me that if riggin was a factor then I would have to pay close attention to edge flow and topology. I haven't started on the head yet, however, I'm keeping the body at low poly until further necessary. As a matter of fact, that's the reason I started this thread to begin with. I started on the body first. Anyways, I've already read everyones responce and suggestion so now if you could give me some feed back on the images. If you need more then let me know and i'll put them up.
http://img41.imageshack.us/i/protoss1.jpg/
http://img41.imageshack.us/i/protoss2.jpg/
http://img269.imageshack.us/i/protoss3.jpg/
http://img107.imageshack.us/i/protoss4.jpg/
http://img193.imageshack.us/i/protoss5.jpg/
http://img107.imageshack.us/i/protoss.jpg/


P.S. I'm sort of new at forums so I'm sorry if I take a long time to write responses.

Psyk0
07-23-2009, 05:49 PM
You have to fix the shoulder area. It needs to have proper edgeloops to get better deformation, i dunno if you want to make a game character or high poly, but either way you need to correct the edgeflow.

The "cape" edgelflow is pretty common for high poly assets:

http://www.hippydrome.com/Modeling.html

For game art, sometimes its better to have a more straight forward cylindrical extrusion with edges flowing from the pec into the bicep, to sort of simulate the understructure of the chest and arm.

http://www.pig-brain.com/tut02/tut02_01.htm

moririn
09-13-2009, 07:38 AM
http://www.secondpicture.com/tutorials/3d/3d_modeling_of_a_human_head_3ds_max_01.html

This is a terrific tutorial for starting to model human heads...the proportions aren't perfect, but it provides a really good basis for all kinds of poly modelling.

indeed a useful,detailed and easy to follow tutorial.

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