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Old 01-03-2012, 03:41 PM   #1
artofillusionist
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Andor Kollar
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Smile Male body working progress...

Hi,
I'd like modeling photorealistic human body. I have started with head.
Some part yet not finish, the neck is also not finish.
This will be a simple average male body, anatomy study and of course later I want use the base body for other characters.

My plan:
After I will modeling the full body, later I will it sculpting in ZBrush.
I will use 4k-8k textures, normal, displacement map and sss shader.
Photorealistic eye, cornea, eyeball, wet parts... and some fur and hair.
Final posing, lightning rendering...

Currently the head:









The mesh contain only quads.

What do you think about the topology and anatomy?
Comments are welcome!
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Last edited by artofillusionist : 02-09-2012 at 09:28 PM.
 
Old 01-10-2012, 09:27 AM   #2
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The ear base model:
Later I will to sculpt it.

The ear available at TurboSquid



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Last edited by artofillusionist : 01-14-2012 at 12:09 PM.
 
Old 01-10-2012, 09:41 AM   #3
artofillusionist
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Hand wip

The hand wip:






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Old 01-14-2012, 12:06 PM   #4
artofillusionist
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Foot pose

What do you think about the foot modeling?
His foot stand on the ground and his sole push it? (Because the character stands the most)
Or modeling it with normal pose without pushing?

Need advise!

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Last edited by artofillusionist : 01-15-2012 at 01:36 PM.
 
Old 01-25-2012, 12:07 PM   #5
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foot wip




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Old 01-25-2012, 04:26 PM   #6
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Hi artofillusionist.

I think the general shape is good.

I would say, for an average male, your eyeball is too high, too close from the frontal of the calvaria. The orbicularis need to be able to seat on top of the frontal, the corrugator and the eyeball. I think the distance between the top of the iris and the bottom of the external part of the frontal is at least an iris diameter.

I'm not a very experienced modeler, but I would say from an organic modeling perspective, where you're actually making extrusions to bring more geometry to define a shape, you need to spine edges to flow with the directionality of that shape. That's something I've learned from Tareq Mirza's excellent DVD: Organic Modeling I: Human Anatomy Male.
If it doesn't make sense, I could try to demonstrate the principle.

 
Old 01-25-2012, 06:45 PM   #7
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Quote:
Originally Posted by zanshine
Hi artofillusionist.

I think the general shape is good.

I would say, for an average male, your eyeball is too high, too close from the frontal of the calvaria. The orbicularis need to be able to seat on top of the frontal, the corrugator and the eyeball. I think the distance between the top of the iris and the bottom of the external part of the frontal is at least an iris diameter.

I'm not a very experienced modeler, but I would say from an organic modeling perspective, where you're actually making extrusions to bring more geometry to define a shape, you need to spine edges to flow with the directionality of that shape. That's something I've learned from Tareq Mirza's excellent DVD: Organic Modeling I: Human Anatomy Male.
If it doesn't make sense, I could try to demonstrate the principle.



Hi zanshine,

Thanks for your comment and advice!
I am thinking about this!

I can use the conventional head proportions, golden section... I use this reference images and some conventional proportions don't work.

Every man, every head is different, I think lot about the eye, eyeball, eyeball distance, size. My head and eye is now for me a little strange too, work in progress... Yet I will change all parts and of course the head will be not symmetrical.
At the end I want the overall impact will be good.
Good aesthetic appear, but good anatomy.

Maybe if I will make the eyebrow, the eyebone-part will be better.


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Last edited by artofillusionist : 01-25-2012 at 08:27 PM.
 
Old 01-26-2012, 11:58 AM   #8
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You're right, your model is very close to the references images, so it had to be right. The grey shading don't help to judge the shape very clearly too.

I know this will not be very usefull but, I've had a look to your portfolio, and now I'm sure the final model will look great!
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Old 01-26-2012, 06:48 PM   #9
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Quote:
Originally Posted by zanshine
You're right, your model is very close to the references images, so it had to be right. The grey shading don't help to judge the shape very clearly too.

I know this will not be very usefull but, I've had a look to your portfolio, and now I'm sure the final model will look great!


Sometimes after the texturing I need change the shape for the better personality, you are right, the gray shape is only a base.

I've had a look too to your portfolio, great!
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Old 01-27-2012, 10:43 AM   #10
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Good job on the modeling. Its rare now to see people actually poly modeling a full body from scratch like that!
What do you plan on using for hair? and what render?
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Old 01-30-2012, 11:23 AM   #11
artofillusionist
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Quote:
Originally Posted by Korrax
Good job on the modeling. Its rare now to see people actually poly modeling a full body from scratch like that!
What do you plan on using for hair? and what render?


I am thinking about yet the hair, I am not much experience with fur&hair, I need learn how to use it. Maybe I shall use Maya Hair and mental ray render or v-ray render in Max.
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Old 02-09-2012, 09:29 PM   #12
artofillusionist
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Andor Kollar
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working progress...
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Old 02-17-2012, 06:21 PM   #13
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working progress...




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Old 02-23-2012, 06:24 PM   #14
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arm working progress...






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Old 02-26-2012, 10:07 PM   #15
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