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Old 03-01-2013, 06:48 PM   #1
Howard3008
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Adrian Nantchev
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Undergraduate's 3D Body Modelling

Currently at university I am tasked with modelling the human body.

I shall be working on this through the next few days and weeks until I reach the deadline in April/May 2013.







At first the target was to create the base mesh.
I quite like the topolgy - it flows and yet is anatomically correct.










The next stage along the pipeline is to sculpt the mesh within ZBrush.
What I did first was to build up from where the muscles are, build where the bones and build the shape of the body, getting the proportions set up.









As of 1st March 2013, I am continuing to edit the sculpt and I intend to have it finished by Friday 8th March 2013.
 
Old 03-02-2013, 01:17 AM   #2
Seehr
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Sergio Acevedo Ruiz
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Before taking the model to Zbrush you should have fixed some evident problems in the proportions. Try using the reference way more, not just looking at it. Move your software camera trying to fix the geometry you have to the reference and you will see the narrowing that you caused with the Cloning.
My second and biggest doubt is... what part of the human anatomy where you trying to sculpt just by making lines?. (Or maybe you are trying to do something like a wooden sculpture, in that case it isn't that crazy).
I am not being destructive or anything with the critiques, i just want to help.
 
Old 03-11-2013, 09:26 PM   #3
Howard3008
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Took what you said into consideration and created the latest version of my mesh.



















 
Old 03-12-2013, 12:47 PM   #4
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My advice here would be to take it slow and study the anatomy/proportions some more. You can take a look at some of the anatomy threads here in the forum. To me, it seems that there quite isn't enough understanding to model a human correctly, yet. As soon as you get your head wrapped around the flow of muscles, bones and general proportions it will be so much easier and more effective, when it comes to building your characters. By looking at your reference images, I'm sure you can tell by yourself, that the proportions and forms are off. This may sound a bit harsh, but I really think, that with some more research you can do a lot better! Keep it up...
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Old 03-21-2013, 05:17 PM   #5
Howard3008
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Gift Unwrapped

Well since getting feedback from both CGSociety and my lectures I realised that the arms were too short and that the anatomy was not quite right, such as the shape of the head.

Interestingly I have managed to resolve these within ZBrush and then make the correct changes to my base mesh.

Additionally my low polygon model had some polygons that had to be deleted.

Realistically the low polygon model is ~9,800 tris, just below my 10,000 tri limit.









The next stage was to unwrap the low poly model.

This was a longer than expected stage in the pipeline.

Realistically I attempted to base the unwrap of other artist's unwrap of their human models.
This means that I have something to compare my unwrap to that of a professionally unwrapped models.

One of the artist's work was found here, another was here , whilst another one is here, and the final one is here.

Iy is worth noting that I added the hair polygons to the mesh, so I have something to attach the opacity (alpha) maps to when making the hair.

I feel that the unwrap is not quote good enough, I feel that there is a size difference between the major parts of the body (torso, arms, head etc) and that this different make act against me when it comes to creating the diffuse texture. Is this a concern valid?







 
Old 04-06-2013, 12:53 AM   #6
Howard3008
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Texture

Ah the past 1-3 weeks have been a most productive and interesting time, not only have I managed to get the majority of other modules done, albeit at the expense of working on 3D Body Modelling, but I have managed to get back on track with 3D Body Modelling after doing so.

The stage I am currently at is the texturing process.
As I am colour blind I have slight difficulty telling all the colours apart. I have managed to compensate through references.

It is worth noting the tone contrast I have, underneath arms is quite pale, while my knees and feet are quite red, interestingly my thighs are rather pale. My upper back is also dark too.

I started with the basic colour creation, bones, muscles, etc, and built from there, taking tones into account while looking at my references photos. I am surprised to see how pale I am.

A little concerned with the contrast from light to dark tone, is it too harsh?
Is it too red?
I am a little unsure about the face, I feel I have got the wrong colours for the face itself.
Looking back at it, I feel that I have not added enough light tone to add to the paleness, especially at the arm pits.

More work on the way...















 
Old 04-06-2013, 01:11 PM   #7
Howard3008
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New Unwrap

I have made appropriate changes to mu unwrap. I felt that these changes were necessary in the first place, but I felt that there was a problem with normal maps when applied to an an area that overlapped.
in order to avoid a conflicting normal map I may project the normal map onto one arm and one leg, rather than both at the same time.

I took the opportunity to tweak and optimise my unwrap in general, I made a lot of changes according to principles from my research.

Something else I wanted to o,d because it make both make it clearer and used up spare room, was to space the hair out. That way the alpha maps are easier to produce, the texture is cleaner to make and there is spare room that was just not going to be used otherwise.







 
Old 04-22-2013, 02:49 AM   #8
Howard3008
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Final Submission

Well, more or less complete...

Just finished the report too, next stage is to seek feedback from lecturers and to see if I have missed anything.

What a long module this has been, cannot wait to see for summer to enjoy. Got things to do and stuff planned: freelance work, getting my first car, practise using Blender and a few other personal things mainly to do with Portfolio.

Been thinking about my FYP for third year, I may make an educational game using UDK, or a simulating an earthquake in UDK, I am yet to figure it out.

Made a turntable for this model in UDK, here.















 
Old 04-22-2013, 02:49 AM   #9
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