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Old 02-14-2013, 10:16 PM   #1
Teris
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Female Anatomy [some nudity]

Hello,
I recently began to work again on 3d modelling!
I wish to learn to get anatomy/topology right or at least better than I used to.
So here is my recent work. There was no specific reference but I rather got
inspired and guided by multiple images.

Front and sideview:


And a wireframe:


Finally just a very simple and quick render:


Thanks for watching!
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Old 02-15-2013, 01:08 PM   #2
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Just a small update with more wireframes:

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Old 02-15-2013, 03:35 PM   #3
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You need to have a more uniform topology, check out below:



It's actually hard to say if you're heading for a low poly model or a high poly. This is what I mean from uniform topology:





You should have have a clean flow of topology.

Also you've got a lot of triangles, try to reduce them to zero (although I think it's ok if you use a few of them only in the ear area) and don't use polygons with more than 4 edges at all. Another thing, keep vertices common for 4 polygons (5 max):



Search Google for some topology references, there are lots of them.

e.g. https://www.google.com/search?q=3d+...iw=1920&bih=936
 
Old 02-15-2013, 04:28 PM   #4
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@keyan3d
Thanks for your suggestions!
I try to make a low-poly mesh, so my intention was to
build dense polys where details are needed, but leave them
out on flat surfaces. Do you think the deformation could get be problematic
as it is now, or shading?
Also thanks for your description of which intersections are ok. I'll work on those,
it's very WIP.
Of course I consulted multiple references for anatomy and topology, but I tried to use my polygons as needed, less as required to get a certain topology. What this a bad idea than?
Thanks.
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Old 02-15-2013, 05:22 PM   #5
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In low poly modeling, you get the details mostly with Normal maps. The only parts where you get a dense topology are parts that are supposed to move (i.e. joints and face). For example I see you've used more polygons under the rib cage. That's a part where normal maps are used for. You should have your topology as homogeneous as possible (relaxed).

Imo instead of tweaking with this model restart another model. I know you've put time and effort on it, but that's what it takes. It takes practice to get the hang of it. But this time watch some tutorials on youtube beforehand. Also checkout this website:

http://www.phungdinhdung.org/Studie...e_modeling.shtm

It taught me a lot about face modeling and topology.
 
Old 02-15-2013, 07:38 PM   #6
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Thanks for the link, seems really useful and I'll read it in detail.
My intention wasn't to make pure realtime-character, so I wish
to put as much detail in the mesh itself but without doing very high res sculpting.
I'll also definitely start a new one, this isn't supposed to be final in any way.
I'm here to learn! But I believe there are still things I can work on this one, which
can be educational to me.
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Old 02-15-2013, 07:38 PM   #7
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