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View Full Version : Another free tutorial is ready for the Human Anatomy Modeling series.


Megamorph
01-30-2010, 01:17 AM
Dear CG aspirers and inspirers,

I welcome you (if you happen to want or need it) to the second part of my Human Anatomy Modeling series.

This part deals with completing the primary VOLUMES of the head (placement, not topology).

Here is the link:

PART 2: PREPARING THE FEMALE HEAD (http://gregory.kramida.home.comcast.net/~gregory.kramida/AlgoTutorials/HumanAnatomyModeling/PreparingTheFemaleHead/).

This or something like this is what you would begin with:
http://gregory.kramida.home.comcast.net/~gregory.kramida/AlgoTutorials/HumanAnatomyModeling/PreparingTheFemaleHead/slides/head003.png
Here is the result:
http://gregory.kramida.home.comcast.net/~gregory.kramida/AlgoTutorials/HumanAnatomyModeling/PreparingTheFemaleHead/slides/head120.png

The tutorial includes some 120 slides, and I estimate the net time at about 45-90 minutes (net time being the time that it takes to simply complete all of the operations when one knows them by hard.)

There are infinite ways to model a head or a body, this is just one suggested way, and although it is somewhat optimized, you may find (especially if your application has some really advanced features, much more advanced than what I'm showing) that there are ways of coming up with similar geometry more efficiently. Mind you, ZBrush will not do it unless you use the relatively new "re-topo" tool set.

As far as modeling goes, it actually doesn't get much more advanced than Blender (free), 3Ds Max, Maya (both by Autodesk), or Modo ( by Luxology), sorry if I'm restating a well known fact and being annoying about it.

Just in case, here are the links for parts 1 and 5:
PART 1: BLOCKING OUT THE FEMALE BODY (http://gregory.kramida.home.comcast.net/~gregory.kramida/AlgoTutorials/HumanAnatomyModeling/BlockingOutTheFemaleBody/).

PART 5: THE GENERIC HUMAN EAR (http://gregory.kramida.home.comcast.net/~gregory.kramida/AlgoTutorials/HumanAnatomyModeling/GenericHumanEar/).

Megamorph
01-30-2010, 01:40 AM
Please post any questions, comments, concerns, and critique about the tutorial here. Also, don't hesitate to designate this thread as useful if you find it such.

Animasta
01-30-2010, 01:57 AM
Not to sound mean, but I wouldn't recommend a tutorial to someone if it didn't teach proper polyflow. Your flow on this model is terrible.

Megamorph
01-30-2010, 04:42 AM
Not to sound mean, but I wouldn't recommend a tutorial to someone if it didn't teach proper polyflow. Your flow on this model is terrible.

Please do explain.

BTW, I will raise you Phung Dinh Dzung (http://www.phungdinhdung.org/Realistic_face_modeling_by_PhungDinhDzung.htm),

http://www.phungdinhdung.org/images/08_bad_good_topo.jpg

so please prepare your argument thoroughly. I do not plan to argue, I will make the necessary corrections if need be, but let's put this at the point of discussion for now.

Looking at what you have for your avatar and the work in your portfolio, I'm not certain you know that there are several different approaches to head "topology". There is the simpler, cartoon approach, there are a few more complex ones. This one roughly follows what the master suggests.

Megamorph
01-30-2010, 04:55 AM
I will also raise you this old sloppy shot of...
a head with sloppy SSS and hair, no textures, an ear that is a bit too low, and a thin upper lip, but we both know - that's not the point here:

http://img35.imageshack.us/img35/2364/prevb.png

http://img229.imageshack.us/img229/4394/topoprev.png

Animasta
01-30-2010, 05:46 AM
It's funny how you try to counter by posting images of proper flow, yet you fail to look at your final result.

EricChadwick
01-30-2010, 01:38 PM
We can only get better as artists if we accept honest critique.

I would also suggest your resulting topology is not great. A face model needs good loops around the mouth and around each eye and around the nose (if possible). Your ending topology doesn't have these. The loops are helpful for decent shading, good deformation during animation, and ease of modeling new blend shapes.

More examples of good topo.
http://wiki.polycount.net/Face_Topology

Megamorph
01-30-2010, 02:36 PM
It's funny how you try to counter by posting images of proper flow, yet you fail to look at your final result.

It's funny how you don't realize that the last topo image I posted is very close to the final topology of the tutorial series. Can you post a realistic head you've modeled with a good topology?

I would also suggest your resulting topology is not great. A face model needs good loops around the mouth and around each eye and around the nose (if possible). Your ending topology doesn't have these. The loops are helpful for decent shading, good deformation during animation, and ease of modeling new blend shapes.

If you would just read through the tutorial, you would understand that the eye and the mouth and the nose topology are not yet set up - that is going to be in their consecutive detailing topologites.

Again, please look at the last image I've posted in this thread for the approximate target topology.

There's a reason why I called it "Head Preparation", not "Head Modeling" or "Head Detailing."
With the tools I'm demonstrating, it's easier to achieve this topology first, and then modify it into what you see in the last image I've posted.

Have a good day, gentlemen, I appreciate your honest critique, but I'm afraid it's a bit misinformed, no disrespect implied.

Btw, I think my final topo that I've shown in the last image is not exactly what I intend for the tutorial. You're right about the lack of contiguous edge ring around the nose. The eye and the mouth are better in this respect, but the eye outer ring I was forced to cut short at a certain point (close to the nose) in order to balance the polycount (redistribute it properly). I'm going to see if the final tutorial on the eye socket can get around this problem.

EricChadwick
01-30-2010, 08:34 PM
I think the point we're trying to communicate, perhaps not very well, is you're not leading off well unless you show a good end result first. If the end result doesn't look solid, no one is going to read any of the text, and so you lose your audience. I don't want you to lose your audience!

For example, take a look at Arild Wiro's tut for modeling a head. He shows us right away what the end result will be, and it's not perfect but it still looks good.
http://www.arildwiro.com/tutorials/modelling/head/head.html

Michel Roger's Joan of Arc tutorial is even better, as he goes into more of the reasons for certain decisions, as well as using image reference planes for guidance (absolutely essential when you're starting out, but even seasoned pro modelers continue to use them).
http://www.3dtotal.com/ffa/tutorials/max/joanofarc/head1.php

Darren Pattenden's tutorial is pure gold, the epitome of head modeling tutorials. The reason? He explains all the thinking behind his major decisions, especially the planning stage.
http://www.daz-art.com/hi_poly_tut.htm

I dunno, I don't think this will sink in. I get the impression you're offended by these critiques. I do like your presentation method, how I can zoom in/out and go forward/backward easily.

Megamorph
01-30-2010, 09:44 PM
Dear EricChadwick,

your remark was probably the most serious and correct one so far. I am not at all offended by people's critique.

I absolutely agree with you that I would do better to show the end result first. Unfortunately, I don't have time right now to work out the quirks in the geometry I'm basing the tutorial on (something only a tad better than that last screen shot that I was referencing).

However, I guarantee this to anyone continuing with the series:
the final topology of the face will have all the edge rings and loops as demonstrated in the topology that EricChadwick was kind enough to reference here (http://wiki.polycount.net/Face_Topology).

We are on part 2 right now, part 3 will deal with the nose, part 4 with the mouth, and part 6 with the eye or the socket, haven't decided yet. Later parts will deal with the rest of the body. Then there will be a part on SSS, texturing, etc. You see the subtle imperfections on the reference geometry of the face in the above screenshot (edge ring around nose interrupted, outer edge ring around the eye socket interrupted), I will do my best to eliminate them (actually, it's going to be rather easy at this point).

Once again, I cannot stress enough that Part 2 focuses on placement of the head's primary masses, not the topology.

I apologize if I come off as offended, that is exactly not what I'm trying to communicate. I really appreciate your critique.

I also want to note that the tutorials EricChadwick has referenced are complete, thus it's easy to show the "final-final" result right off the bat, whereas I am making a whole series on the entire body - not just the face - which will stall out in multiple parts that are based, although partially independent from each-other.

(-:<DO NOT GET DISCOURAGED FROM COMPLETING THIS PART >:-)

EricChadwick
01-30-2010, 09:53 PM
OK, cool, glad to hear it.

I would suggest finishing the model first, then making a tutorial based on what you learned, rather than attempting to get it perfect the first time around.

Also I think there are too many steps in your tutorial, with too few explanations of the "whys" behind your decisions. That's why Darren Pattenden's tutorial is so awesome, he doesn't show each modeling step, instead he limits it to just the most salient bits.

Megamorph
01-31-2010, 11:39 AM
I agree, there are a lot of steps which just say what to do, not why do it. I'll see what I can do to describe the reasons for the things I'm doing.
Thanks, Eric.

- Gregory Kramida

(Megamorph / Algomorph)

Megamorph
02-01-2010, 02:49 PM
Dear fellow CG artists,

I'm announcing a break between this part and parts #3, #4, and #6. I will be working for awhile (in my spare time) to put the completed parts into PDF format, as I was requested.

Also, I'll be making an entry for the Sadat competition, and, I don't mean to complain, but I have a full course load going towards two degrees (BA in Design at the end of this spring and BS in Comp. Sci. at the end of next spring), in addition to my part-time job and an undergraduate TA-ship.

I just have my hands full right now, but after I'm finished with the entry (by March, probably much sooner), I will get back on board with you. I will still provide assistance and improve the existing parts based on critique (see above :rolleyes: ).

EricChadwick
02-01-2010, 03:27 PM
Please do come back to it when you have a chance. In my experience, making a tutorial is one of the best ways to learn, since the process of trying to clarify what I know causes me to expose all the things I don't know. Also I tend to learn a lot from others' feedback/tips.

Megamorph
03-06-2010, 07:09 PM
It's March, and, well, as promised, here I am.

I'll post my Sadat entry in 3D stills in a week or so, want to do some sprucing-up on the render.

The tutorial series is back on the task list.

First on the schedule is reworking the final model a bit and posting so that people are more impressed with it's topology (those nose edge rings, yeah...).

After that, I'll be modifying some of the textual descriptions in the Part 2 slides and exporting all three parts to PDF.

Only then I'll start working on the next part, but stay put. This is pretty hard for me to keep up with whilst having 2 degrees and a part time job to worry about, but I apologize for the lengthiness of the process.

-Greg

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