Body topology


#1861

odf - Very nice model. The ears look large, but otherwise very convincing.

Cleveland - Excellent test. I can’t add anything to the observations you’ve already made. I look forward to seeing some expression in the face and beauty renders. Great work.


#1862

Cleveland - love your model. The body shape looks very natural. The head seems a bit more stylized so far, which makes me wonder what level of realism you had in mind. It is nice to see that one does not always need a whole lot of detail to get a “real” looking model.

shadowman - Thanks! I think the ears are within specs, it’s just the current fashion calling for smaller ones in women. :stuck_out_tongue: But I’ll go and check with some references.


#1863

@shadowman69, thanks. i’m looking forward to a couple of beauty renders myself.
@odf, is the head stylized, i don’t know. i’m going for exotic realism which i guess is unusual yet believable but not real-looking. when you look at a painting you know it’s a painting. i don’t subsrcibe to the “if it looks like cg then it’s bad cg” thing. so in answer to your question, i’m going more for identification than realism. hope that makes sense.

cleveland


#1864

Cleveland - Exotic realism, nice term. Maybe that’s what I’m seeing in the face. It looks a bit like a symbol for a face, like something from a Magritte painting. All the features are there, and in the right proportions, so it’s recognizable, but it is somewhat flat, as if you didn’t care to make it look exactly like a face. Okay, matches what you wrote, so I guess I am getting it now.
What confused me is that the body looks as if you went a step further there, so I was wondering which level of realism you were heading for. But maybe it’s easier for a body mesh to convince me then it is for a face. :smiley:


#1865

This thread has been very helpful and I would like to post for critique…


#1866

@odf, ooh, if the face looks a little flat then that’s a mistake, i certainly didn’t mean for that to happen! i think, though, that the level of realism is enhanced in the body because of its pose, her face is lifeless, it’s the equivalent of still in the “t” pose (check my previous posts for the default body). face shapes are going to add some life and some asymetry. never thought of her face as being a symbol for a face, but i totally get what you’re saying. still the whole construction is made of symbols. it’s not like life drawing for me where what you see is enhanced by your knowledge of structure. she’s all structure which is established forms which are all symbols, i think. ribcage+abs+obliques=torso, etc… however, i will say that the cheekbone structure/jawline and feature placement (and nothing else) comes from kate moss, and in every picture i see of her this is what i get. i think, maybe, it’s a problem of modeling in high (focalLength35) perspective and not having reference photos match. lesson learned. stahlberg has a great deal to say about this…
your girl is good, and i especially like her nose nose and her butt! i do have a couple of crits though (and it’s easier for me to talk about all i see rather than editting others comments out, so forgive me if i double up). it’s not that her neck is too long, it’s that her clavicles are too narrow in the x resulting in trapezius muscles which are too narrow which look like an extension of her neck. in that position the clavicles may rais up a little more causing the traps to “bunch”. not sure i agree with you that the ears are within spec, but they’re not over-large, they are, however a little too sticky outy and alittle too far back imo. others may say it makes no difference but i’m now trying to make my girl smile and i think that your poly flow into the corners of the lips there’s that little dip, may make her harder to animate (just a teeny bit harder) but i’m a novice at faceShapes so ignore that if i’m wrong. nose tip + eyes are great, the bridge of her nose may be a little shallow but i used that on purpose on my girl, so myabe you’re trying to do the same. working down. great lines from breast to pecs to delts/biceps but (for my taste) the breasts sit somewhere between real and fake. on the top they hang like real breasts but underneath there’s no sag. so if they’re fake they would be a little rounder up top, if real they should (of that size) be able to hold a pencil underneath. while your girl is tall and skinny i think her ribcage is a bit too long. if you move the outside bottom edges up to make room for some oblique muscles (subtly modeled) then i think it will even up. like i said, great butt. i had some trouble with my girl when her leg rotates 90 degrees back getting the butt to retain it’s volume and move up, but i thinnk with your flow, you’re going to be just fine!! look forward to seeing the progress.

cleveland


#1867

Hey all.

This is my contribution to this thread.
Its still a w.i.p.

Cheers

Erik


#1868

ashford, arms look really good. however, the back could probably use some more work. it seems to kind of hunch near the top. the back probably needs more definition: spine, trapezius, erectors…

i have attached a little thumbnail of the musculature of the back for reference.

also, the deltoids (shoulders) seem to flow directly into the chest muscles. there should be a clear definition between those two. there is a small bone and ligament that is inbetween the chest and shoulder muscles, also near the clavicle. this cause there to be fairly good definition between shoulder and chest even on the laziest, coke slurping, no excerising 3d artist… lol.

also, the there is a strong split between the ribcages on the front of the torso, this probably shouldn’t be defined quite so much. many of the structural muscles and bones in the torso have ligaments covering them. so, while visible in more extreme poses, they should probably be a little more subtle.

see attachment of fitness guru john basedow (he came to mind because i always see his freaky latenight commercials). here is someone very non-typical. he has very little body fat and is under extreme flexation in this image. so unless your character is supposed to be super heroish, etc. you have indicate the shape with softer transitions.

i’ve been in torso land for a few days, so it’s top of mind. hope this helps.


#1869

Cleveland - I am splitting my answer into two posts to avoid confusion about the images. First, regarding your Margaret. I checked the profile shot from your WIP thread and found that, indeed her face is very flat. That’s just it, I guess. Here’s a comparison with Kate Moss, not perfectly aligned, but you see what I mean:


#1870

I’ve did some work on the shoulder/neck area today, including the armpits. While I was at it, I tried to incorporate Cleveland’s suggestions.

Cleveland -

First of all, thanks a bunch! Those were really helful comments. And you were actually the first one to say anything about my model.

I had already noticed the thing about the bridge of the nose, and also the problem with the breast shape. I hope it’s better now. I was going for real breasts, but find it extremely hard to get a real-looking shape at this size.

The ears may be a bit sticking out, but I think I like them that way, same as the size. But I moved them a bit, because they were definitely too far back.

She didn’t have any traps to speak of, so I fixed that. Everything below the breasts is more or less a rough sketch, but I changed the rib cage as well, according to your suggestion.

Man, this is so much fun.


#1871

@odf, wow, would you look at that. there’s certainly a big difference there between maragaret and kate moss! it’s actually more across the cheekbone than anywhere else. at first i was looking at the nose/lips/chin and it was really bugging then i realized that her jaw was rotated down some so i don’t feel so bad there, but the upper cheekbones by the orbit occularis or whatever it’s called. wow. thanks for pointing that out. not sure what i can or will do about it now though, i’ve kind of gotten used to her. and she’s fully bound and stuff. but maybe i can toy around with a blendshape and see if it makes any difference.
your model looks better with the adjustments, but you may want to start trrusting us on the ears…

cleveland.


#1872

Cleveland - Yeah, sorry for the bad alignement. If she is rotated to the correct angle, it becomes even more obvious, though, how flat all her features are. It’s not only the cheekbones, but also the eyes and nose. It’s up to you, of course. She looks fine as she is, just not quite “real”.

Oh, and I guess I should really start trusting you about the ears. sigh I’ll make them smaller and push them a little further in, promise! :bowdown:


#1873

I am having trouble with the Knees and Feet areas. I feel as though my topology is good to help me achieve a level of realism but I am still not satisified with the look.
All C&C are welcome on any area that could use improvement.
Also if anyone can suggest edgeloop topology flow for the back, this would be great.

You can view the images http://www.geocities.com/mig_e_c

Thanks


#1874

some new work. having a real tough time getting the “dimensionality” of this figure…

lol. just a little fun for you hard at work modellers out there! :wink:


#1875

If you gave him a flippy top head it would look very Canadian :slight_smile:


#1876

Eraq - This is something I find very hard to criticize. She’s so beautiful and at the same time so distinctly non-human by her proportions that I have to assume it is not realism you’re going for. It would probably help you get more feedback if you could clarify that. Also, as this thread is about topology, I guess it would be good if you posted the wires as well.

Shadowman - Should we start calling you Cartman now?


#1877

hey everyone. this seems to be the popular forum :wink: anyway I just got maya 7 unlimited about a week ago and I am totally in love. this is a character that I am working on and I need some crits. I still have allot of work to do on the feet and back. but I would love to here your crits… I have a million maya questions but this isnt the forum for that. if yah want to help me you could check my thread

well anyway here are some shots. feel free to tear them up. I need some anatomy tips :wink:





#1878

The one tip I can give you at this stage is to use references, lots of them, especially if you’re going for realism, but probably even if you don’t. I’m a rooky myself, so I can’t say wise things about your topology. I would do some sculpting at this stage, looking at the references and trying to get the basic shapes right, then worry about the topology. Maybe even reduce you mesh density somewhat or use a coarser control mesh/cage (or whatever it’s called - I don’t know Maya).


#1879

Hey Guys

Just thought Id post this in, have been doing this on and off to go with the head that I posted a few pages back. Im currently making my way up the back toward the neck/shoulder area then adding some more details on the arms, but not much, as I’d like this to be a softer looking type of female character instead of too defined
Cheers
_J



#1880

here’s the first and the only one (for now), my “almost complete” humanoid modelling. :rolleyes:

wire view:

shaded view:

C n C 're welcome, thanks.