View Full Version : Character: Human Male
07 July 2003, 08:48 PM
Here's a couple of renders from a model I'm working on.
Let me have it!
hand_view (http://members.cox.net/morlich/mo_hand_test_render.jpg) full_view (http://members.cox.net/morlich/mo_body_front_test_render.jpg)
07 July 2003, 10:38 PM
Looks pretty good. But I feel there are a lot of problem areas. His joints are way to thin. If this character is not meant to be photoreal then I understand. But if you are going for likeness then I think you better go back to them anatomy books, or look at yourself. The hands look pretty good. I'm having trouble with the face to. Needs some more reworking, but this thing doesn't look finished anyway. ;) For a thin guy his biceps look very thick where they meet the shoulder, I think his hips need to be wider too.
07 July 2003, 11:06 PM
Gotcha, I'll revisit the proportions. He's got some important missing anatomy as well!
Yeah, I'm not sure what the deal is with the head. From some angles it looks fine, but from far back it looks super wierd. I think I've isolated it to being too square I think. Which is something I wish I caught early on, because it seems like a lot of vertices need to be tweaked to round it out and keep it proportional to the ref images.
07 July 2003, 06:33 AM
face view (http://members.cox.net/morlich/mo_human_male_Face01.jpg)
07 July 2003, 07:21 AM
i recommend you try to get a good head before you go modeling an entire body. the nose, mouth, eyes, and ears need help. did you follow reference or just freestyle it? take a good look at a face and try to match it up. a wireframe would help us.
body wise.. you've got major issues with the knees, the elbows, the legs, and the abdominals.
pick an area and really look at your reference.. and get lots of it.
07 July 2003, 12:46 PM
major problem on anatomy, mostly on joints. no harm though...
but 5/10 for effort! Come on.. Cant wait to see then next version. Why not improve some on the hair too..
07 July 2003, 04:28 PM
working from reference photos. was going back and forth from poly to SubD for most of the time and then converted to poly and smoothed before mapping because the SubD mapping was giving me a lot of trouble. i think it looked a little better as a SubD. that might be partly responsible for the skinnier than normal joints.
ahh yes, the hair. i have searched for and tried every method i can find, but haven't been able to get good results. at the very least i need to spend more time sculpting the hair pieces.
as for the head. i'll revisit, but it's something i'm still struggling with. here's some wireframe views. let me know if these are useful or if other angles are better.
all your feedback is great and i think its going to be very helpful. you know how it is when you start to fizzle out on something and lose sight of your work after staring at it too long.
07 July 2003, 02:45 AM
As the others have been saying, you've got some basic problems that need to be fixed by good reference research, that model has a long way to go...
BUT... it's great to see that you're not afraid to really put some distinctive characteristics in there. He might not quite have a solid, realistic human structure yet, but I love the corners of the mouth and the tendon detail in his hands and asymmetrical fingers-- once you get the techniques down, and the structure better laid out, you're really gonna be groovin!
What will really, REALLY help you with this stuff is mesh fixin-- the structure of that head wire is not going to be helping you get the face right. You want loops that go around the mouth and keep flowing back in concentric waves all the way back along the jaw to make for good wrinkles if he smiles or opens his mouth. Those rings should open at the top to hook into the nose. Then there should be more concentric rings around the eyes-- lots of them, all the way to up across the brow and over the cheekbones. Go look at the Topology Research sticky thread in the Modeling forum for examples. Also, when posting wireframes, show the base level mesh, no subd iterations.
01 January 2006, 06:00 PM
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