View Full Version : What does good mesh topolgy for a human body look like?
Manboy 08-19-2003, 09:46 AM I'm finding plenty of guidance in terms of topology in head meshes around the place, but I've been looking all over for similar treatment for the body, and I can't find any. I need some kind of an idea as to how edges should generally flow around arms and muscles and so on to make a smoothable, deformable model. Anyone have any reference material on hand, any links?
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TimWoods
08-19-2003, 01:29 PM
try the models that come with poser...they have good meshes. not sure what the link is, also try this...
http://www.cgtalk.com/showthread.php?s=&threadid=81908&perpage=15&pagenumber=3
EricChadwick
08-19-2003, 03:04 PM
http://www.hippydrome.com/
This used to be the home for Modeling For Articulation, but appears to be down. Had lots of great pics. Too bad.
Some other sites that have helped me in the past....
Digital Sculpture Techniques: How to Apply the Principles of Traditional Sculpture to Make Stunning 3D Characters
by Bay Raitt and Greg Minter
http://www.izware.com/news/indexa446.html
Subdivision modeling resource page
Created and maintained by Tamás Varga
http://maxrovat.sns.hu/subdiv/
The Human Head : a resource for 3D modelers
by Andrew Camenisch
http://coldfusion.art.msstate.edu/camenisch/thehumanhead/index.html
Threads on the Digital Sculpting Forum
Moderated by Bay Raitt and others
"Attempt at Edge loop modelling"
http://cube.phlatt.net/forums/spiraloid/viewtopic.php?TopicID=26
"In praise of 5 sided polys ( Don't worry be happy )"
http://cube.phlatt.net/forums/spiraloid/viewtopic.php?TopicID=23
allenlikewo
08-19-2003, 05:54 PM
right on, did you post those same links in the discreet forums in the last day or two?
EricChadwick
08-19-2003, 06:05 PM
Yeah, that was me. Sorry for the extra reading...
chach
08-19-2003, 06:06 PM
Stahlberg gave his toology in this thread. this should be all you need!
http://www.cgtalk.com/showthread.php?s=&threadid=38469&highlight=topology+stahlberg
"IMO it's bad to reinvent the wheel every time you need a new face, good point about needing to keep practising but there are other ways to do that.
Humans are genetically similar to 99.97 percent or something like that. Yes the lines in the face look different, but we all have the same underlying topology, the potential for those lines. It's like lines in the hands of our palms, all slightly different but basically very similar - for instance you'll never see someone with the lines going in the opposite direction, from the thumb to the pinkie.
This is my fourth generation topology. I've spent a lot of research time on it, it's a big improvement on the last version; it seems to work very well so far.
http://www.androidblues.com/topology.jpg
Here's the male version:
http://www.androidblues.com/topology2.jpg
(And yes, for an extremely fat person I would have to go back to the drawing board.)
I've marked in red some important areas - the wrinkles at the corner of the eyes are very hard to get right if the topology is wrong. The big nasolabial fold is tricky because on some people it connects a little higher on the chin in the smile, but I think I got a good average placement here, I think you got that pretty close too Luny. The little wrinkle at the corner of the mouth is sometimes overlooked. In many old people it does seem to cross the nasolabial fold like that.
The bridge of the nose actually displays this surface shape in some people, and I believe we all have the same structure there, just many of us (like most asians, and me) don't show it.
(The top of the nostril is one of those areas I might decide to change later, most people have a line there, and modeling it diagonally across a quad is a big pain.)
About triangles and 5-sided polys - in Maya what you see here works very well, never tried it in any other app.
__________________
Buffy to demon: "You wanna see my impression of Gandhi?"
(Smashes demon's skull with big iron club. Silence.)
Girl: "...Gandhi?"
Buffy: "Well... you know... when he was really pissed."
Last edited by Stahlberg on 01-21-2003 at 01:23 AM"
-oops, looks like those are just headt too...sry.-
allenlikewo
08-19-2003, 06:17 PM
posm - No problem, those are some great articles. I wish I would have ran accross them in the past.
Manboy
08-20-2003, 06:08 AM
Thanks for the links, guys; though presently I'm more interested in body rather than head topology.
Seeing a plagiarist flayed alive was a fine distraction though, Tim. :D
Stroker
08-20-2003, 07:53 AM
Here is the rough plan of attack I use for females. Then I just kind of let the rest fall into place as needed.
TimWoods
08-20-2003, 11:41 AM
Originally posted by Manboy
Seeing a plagiarist flayed alive was a fine distraction though, Tim. :D
was quite a good read wasnt it...you reap what you sow.
:beer:
EricChadwick
08-20-2003, 02:36 PM
Den Beauvais has some wires on his site. Kind of low-res, and they arre patches instead of sub-d, but good topology nonetheless. Click on the images for bigger popups.
http://www.denbeauvais.com/new_stuff/lambrina/make_lamb.htm#
http://www.denbeauvais.com/new_stuff/dex/index.html
Miles Estes has some good wireframes here.
http://www.insidecg.com/feature.php?id=28
Francisco Cortina has some good wires of his models from Final Flight of the Osiris.
http://www.digitalsculptor.net/
I dunno, maybe these will help.
Manboy
08-21-2003, 02:33 AM
Thanks guys, that's the kind of stuff I was looking for.
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