View Full Version : Anatomy Thread of Paul Adams
PaulAdams 06-14-2010, 06:01 PM Hi. I'll be posting some 3D anatomy here as I go. Hopefully I'll get some helpful feedback too :)
Couple of recent and WIP models...
http://www.splitpoly.com/dump/chest_study.jpg
http://www.splitpoly.com/dump/posed.jpg
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Rebeccak
06-14-2010, 06:24 PM
Nice stuff, that first torso feels a lot like traditional sculpture, and the weight is really convincing in the standing pose. Welcome!
PaulAdams
06-15-2010, 11:08 AM
Thanks. The standing pose is something I'm working on still.. something doesn't feel right and I don't want to add to the anatomy until the gesture is there.
Something else..
http://www.splitpoly.com/data/images/arm_full_size.jpg
jabuhrer
06-15-2010, 08:25 PM
Nice thread you've got going! In general everything looks really good. I'd say the thing that needs the most work is the lighting, more so than the modeling. Lighting for 3D can be tough. For instance, on the first post, top image, you can see the detail of the ab-obliques on the middle and right images much better than you can on the left image. The lighting on the middle image seems to show off your modeling skills the best, although all of these could stand to have some lighting tweaks and especially a strong back/rim light to give them more dimension. On the bottom image of the first post (the full figure), same issue: great pose, nice subtle sculpting, but your lighting isn't doing a lot for you. It seems like the figure is lit by a single source coming straight from near the direction of the camera, which often flattens things out a lot. A lot of modelers choose to show their models (even WIPs) with some sort of global/ambient occlusion type lighting, which is a quick and easy way to show more of your sculpted definition (and hard work!) without pulling your hair out trying to get the perfect lighting setup. Another approach is to set up a scene with a tricked out, ready-to-roll lighting rig that you can just import into any scene and scale/position into place.
The only modeling quibble I have is that, on the base mesh of the arm, depending on how/if this is going to be rigged and animated, you'd usually want a little more polys to work with in the joint regions to assist in articulation once it's rigged. The same could go for the rest of your models...the low poly arm is the only one with legible polygons, obviously. A lot of modelers tend to show their wire meshes as well, for that reason. As far as the sculpting and anatomy goes, I think it's excellent :) As Rebeccak says, it looks like you are taking your modeling & pose cues from classical sculpture, which is definitely the way to go :thumbsup: Very nice aesthetics.
Not sure what your set up is, if these are just screengrabs, etc You might be thinking "why is this guy talking about lighting and animation when I want modeling feedback?!?!" Well, just giving my two cents on what I'm seeing. Hopefully it helps. And yeah, I know these are WIPs and all, not ready for production renders or whatever...eh...just tryin' to help.
Anyway, again, great work! You obviously have a lot of talent and a great eye. Can't wait to see more!
redpandafire
06-30-2010, 01:57 PM
The area of the ribcage above the external oblique and abdominals seems a bit too sharp. Are they like that in real life?
Anyways, great studies so far. Keep em comming. =)
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