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tjnyc
08-07-2003, 05:21 PM
I wanted to really test Wings3D in comparison to Mirai so I started this piece. So far I am very impressed with the newer release of Wings it is becoming a better and better modeler, it still gets bogged down with heavier geometry still, but a very powerful app nontheless.

Any C&C on the model is most welcome.

regards,

http://www.telescript.com/images/tony/clay_s.jpg

http://www.telescript.com/images/tony/clay_w.jpg

betelgeuse
08-07-2003, 07:39 PM
Just an awesome job of modeling. Anatomy is very well constructed; one of the best figures I've seen.

Ibox
08-07-2003, 07:50 PM
Holy cow... picks jaw up off'n the floor... this is.... Wow... I agree, the nicest loops I have ever seen... this should be on the front page eh... hey Sheep, whatdaya think eh? is this awesome or what... my new desktop for sure... I will study this for quite the while... now then, have you done a tut that illustrate just where you started, and how you ended up with this marvy model... five stars dude... :applause: :beer:

Xaint
08-07-2003, 10:21 PM
The knees I like wery much! Awesome deteail here!
I've found problems whit the mouth. I looks unnatural. Most of the time the problematic area is the mouth's corners, but I can't see it fom the pics. Surely needs some more work.

The nose is pretty from the side! Some more shots from her woul be comprehensive, parts' close ups, etc...

The biceps is too much bumped out, like it's flexed.

And one more crit, under the elbows the muscle or bone or something bumps out too much.

Overall really nice! I like it!:beer:

davidSingha
08-07-2003, 10:48 PM
Nice Work!

cheers:beer:

tjnyc
08-07-2003, 11:07 PM
Originally posted by Xaint
The knees I like wery much! Awesome deteail here!
I've found problems whit the mouth. I looks unnatural. Most of the time the problematic area is the mouth's corners, but I can't see it fom the pics. Surely needs some more work.

The nose is pretty from the side! Some more shots from her woul be comprehensive, parts' close ups, etc...

The biceps is too much bumped out, like it's flexed.

And one more crit, under the elbows the muscle or bone or something bumps out too much.

Overall really nice! I like it!:beer:

Thanks,

I need to put up a close up of the face and hands.

You are on the mark with the elbow. It is still a problem spot, which I am working on as I write. The bicep too was a nice catch, there is a bit too much dip in the upper part of the bicep and not enough stretch in that part. The feet is also another area that needs more detail and work.

Peter Reynolds
08-07-2003, 11:28 PM
Great work tjnyc.

More proof to the unconverted that wings is a brilliant modelling tool.

Shame about the slow down for complex meshes - but hopefully that will be fixed by Ver 1.

philip
08-07-2003, 11:41 PM
that's a great model, good anatomy (except for the things mentioned) and very tidy wire too!

I have 2 more things to add:

- the fingers are too skinny and long
- the deformation of the thigh/hip area is pretty much wrong

the palms are good though...

tjnyc
08-08-2003, 12:33 AM
Originally posted by philip
that's a great model, good anatomy (except for the things mentioned) and very tidy wire too!

I have 2 more things to add:

- the fingers are too skinny and long
- the deformation of the thigh/hip area is pretty much wrong

the palms are good though...

The fingers are proportionally correct, but from that angle I see why it looks like that. The thigh area you are right about, I had it at the usual T-stance for animation, and then deformed it which is why there are some deform problems like in the elbow, thighs, etc.

regards,

unicron
08-08-2003, 03:52 AM
Looking awesome!

I have to agree with philip on those hands... even though the perspective veiw may throw you off a little, those fingers are way to skinny for the size of the palm, also they all look like they are the same length (or close to it). The pinky looks the same length of the ring finger, but it should only go to the last knuckle of the ring finger in length. Maybe they just need to be a tiny bit thicker.

Did you model it in that pose or did you rig it and then put it in the pose?

keep up the good work:D

paintbox
08-09-2003, 08:30 PM
Great work, you know your anatomy, I can't find any crits.

Could you tell us a bit how you worked in Wings ? What tools/technique. I am no 'beginner' but I have been recently looking and working a bit with Wings and I love to hear how you did certain stuff.

evanM
08-09-2003, 10:40 PM
tjnyc - very nice work! Wow! The only crit. I had was the area below the elbow, but I noticed its been mentioned.
A question if I may; do you work on any parts seperately (seperate object file) or do you model the object as a whole? eg. the hands, feet, ears, etc, are they seperate models and then brought into wings and merged/welded?

Cheers

tjnyc
08-10-2003, 01:38 AM
Here is an update to the piece. Fixed some areas, but still more to tweak.

Changed the arm to reflect the mood better.

http://www.telescript.com/images/tony/clay3.jpg

http://www.telescript.com/images/tony/clay4.jpg

evanM,

I do the hands separately. When I create a hand, I work on the palm, wrist, thumb and the index finger, then I duplicate the index finger to create the other 3 fingers. The hand is generally the only thing I do separately. It was always my crux when I started to illustrate, so I always play special attention to it.

paintbox,

If you want to know about tech. check out the wings forum, relating to this discussion.

unicron,

By default I always model characters in a natural pre-rig pose. I rigged the model in Mirai, which actually has a pretty dame good character tool for rigging, works well with good edge loops. Was pretty happy how things turned out deformation wise, but I stll had to tweak certain areas.

regards,

blinxpro
08-10-2003, 02:33 AM
Adjustments to the elbows look great. Good fix.

One crit, the ears draw alot of attention. The top rim of a females ear tends to be on the thinner (less noticable) side. Just thought it might look more anotomically correct if you slimmed down the upper rim of the ears.

Excellent work. A+ in my book.

evanM
08-10-2003, 06:44 AM
tjnyc, thankyou regarding the reply.

I know what you mean regarding hands, I've heard many artists have the same problems in that area. Now that you mention this, and as I look at your mesh, the mesh in the wrist area looks a little weird, not so much how its modeled but how it looks deformed/posed like that.

5 stars from me. Nicest mesh I've seen in some time.

regards

graphixphanatix
08-10-2003, 07:01 AM
5 stars from me

TWooster
08-10-2003, 09:38 AM
Absolutely supurb loops and modeling. This is definitely front page material. I picked up on doing faces again after taking a break for a couple months, and I rediscovered just how hard it is to find a good loop structure. And you have it down for the whole damn body. Well, excellent, impressive work. Keep it up.

:beer:

infin8_1ne
08-10-2003, 05:31 PM
I would like to start off by saying congrats on the excellent model, however there is one area that is hurting her, her facial structure looks like that of a male; her jaw should probably be rounder, but the biggest problem area is her brow, whereas men usually have a slight protrusion of the brow, this feature is absent in women. i think thats the only problem keeping her off of the front page. otherwise excellent work.

jushra
08-10-2003, 11:32 PM
i think those wrists look a bit broken, other than that good job

tjnyc
08-12-2003, 07:55 PM
Finished the piece, it is now in the gallery page. Thanks for those who gave me some good comments and I will work on the tutorial that some of you guys requested.

http://www.cgtalk.com/showthread.php?s=&threadid=81446

Regards,

- t

mattowens
08-12-2003, 08:04 PM
Awesome. That's the most perfect mesh I've seen probably ever!
How long have you been modelling? Do you have any recommended tutorials etc?

Radeon
08-12-2003, 10:46 PM
Wow, absolutley marvelous :D

NowhereMan
08-12-2003, 11:27 PM
wonderful modeling!! Great details and great posing!! The head is looking perfect so far, but just for personal tastes (of mine) i would make the jaw area smaller. But overal its awesome

:buttrock:

jmcalpin
08-13-2003, 12:51 PM
TJ that is an amazing looking model.

After studying the mesh I figured out your modeling method to a point. were or are you a lightwave user. It looks like you used smooth shift (extrude region) on alot of areas then tweeked it into position. I use that technique alot in LW but never utilized it to the point you have. Great results.
You mentioned bay raitt and the other Mirai users. Is your techique similar to that seen in the tiger.avi and demon.avi among others. They are among a bunch of modeling videos i've seen from the spiraloid forum.

Looking forward to a tutorial.

j

Edouard
08-13-2003, 01:23 PM
verry nice mdel and pose:thumbsup:

tjnyc
08-13-2003, 02:33 PM
Thanks again for the comments.

To answer a few questions. I have been modeling for a while, caught the subD bug early, when Mirai came out and I saw the great work Bay Raitt, Sven Jensen and John Feathers demostrated on the Mirai site/forum.

As for tutorials the one that have had a very big influence was an article Bay and a second Mirai modeling/developer had written on edge loop a few years back. It really opened my eyes to edge loop modeling, a definite read if you can find it.

I did work with LW, mostly 6 and a little of 7, but the lack of edge support in LW really kills me, it is such a great modeler and it would be even better if it had edge support and a very good set of edge tools.

When I model I approach it like sketching, since my background is drawing and illustrations and a little sculpting.

Yeah, you can say I do use smooth shift quite a bit. To get the form/shape, it is faster to extrude region then I jump select to vertex/edges -> tighten/smooth/spherize -> magnet move. I also do some subdividing then magnet move to sculpt the shape. I also work alot with edges, when I look at my models I don't look at the points, I look at how my edges flow. I try not to be a vertex pusher(too slow :) ) unless I have too. A good modeler should have tools that work like you are sketching or sculpting and not point pushing.

When I get around to the tutorial I hope to demo alot of separate technique to form shape and good edge loop work without much point pushing and how it all combos together to sketch/sculpt models fast with proper form and edge loops.


regards,

jmcalpin
08-13-2003, 02:59 PM
I remember the article.

It's still up on www.izware.com

It's by Bay Raitt and Greg Minter located at

http://www.izware.com/news/indexa446.html

There is also a pdf there that I suggest grabbing. No idea if this page will still be there when they finally update their site. Better to save it now.

You know one of the things that I haven't done is look at it as an edge problem. I always look at it as points. Been playing with 3d since the truespace 2 days. A habit I will have to break. Will reread this again with your view in mind.

thanks for the info.

Jason

buzzlightyr
08-13-2003, 04:48 PM
WoW.... Don't you just love a women with flowing curves :applause:

koroko
08-13-2003, 05:14 PM
Amazing work,

It flows so naturally as the underlying geometry is unseen... :)

I for one will be eternally gratefull if you come to terms with that wings eloop videotut...

I´ve been trying it couple of times, not much success(i´m lw user), but always come back to my trusty modeller...


kudos


_____
angel

sketchyjay
08-13-2003, 05:37 PM
I come from a lightwave background and it is a different mentality you have to use to grasp modeling with a edge modeler. Going from point to edge modeling takes a little getting use too.

It's interesting that some of the best (not all) edge modelers are illustrators. I've been getting back into sketching and really paying attention to the shapes/loops that exist in things. I think the term edge loop has caused more confusion than Raitt probably intended. It's more like defining the Silhouette than just making everything a loop, which is what I did when I first started.

tjnyc: If you do a tutorial. why not just do a part or a simple character so we can see the technique you use. That way it will take up less of your time and be easier to explain.



J

tjnyc
08-13-2003, 06:19 PM
sketchjay,

A simple character would be easier, but the approach I would like to demo would be to benefit creating something complex while not being complex. By breaking it down to how one can create form, shape and good edge work simply and quickly, but none of the ideas I will present be anything new to say an illustrator or a sculptor, but how it can be worked in a 3D modeler is what I will try to accomplish. An indepth to explaining the hows and whys.

I have to go about thinking and planning how I can get most of the ideas and technique across multiple apps, but the main focus will be Mirai and Wings, but I hope to have stuff that would also benefit LW users, maybe even Silo.


regards,

- T

The_Dude_Abidin
08-13-2003, 06:28 PM
This is a very nice model. the only thing that bugged me, and this has been mentioned, is the hand. The angle is a little unnatural and the hand should be tilted to the side and down(towards the palm) to make it a little more believeable. that is just me picking at the bad. Overall the piece is very well done and one of the better nudes I've seen. Any plans to tex or shade it?


The_Dude

tjnyc
08-13-2003, 06:31 PM
Yeah, the hand position has been fixed and you can see the finish work in the gallery page

http://www.cgtalk.com/showthread.php?s=&threadid=81446.

- t

colmite
08-13-2003, 10:36 PM
Tjnyc

Amazing model! really great work here.. I wait on the edge of my seat for the tutorial:thumbsup:

markyjerky
08-16-2003, 03:42 AM
Nicely done for sure. Have not seen something this attractive since Mike James' site (the sculptor).

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