recognize human modelling


#801

posepose color

hand

the texture is a bit unexpected time consuming. using mouse to draw this kinds of thin line and keep render and change between PS and 3ds max .

the hand , i rotate the wrist lower to make the the swollen part straighten. pic
not sure is that u mean. i still not certain about the details between thumb and index.
please tell me if u need me to render only the hand or anything for PO.

thanks for your understanding about the hand rig and suggestions on PO
cu later


#802

Creases on the heel are much better - as far visible with this resolution.(don’t forget that your final portfolio image should be 1600px wide, the final render preferably larger to have good AA)

Personally i don’t like much the changes to the hand pose - the hand is looking even more hidden (even if just the wrist lifted), the pose not an inch more natural (the hand looks rotated down for no reason). And… perhaps it’s just me, but the outside of the lower thumb is still looking very rounded, probably not bony enough (while the inside between thumb and index is nicely improved). Look for photo references because giving you suggestions won’t lead to a truly realistic hand pose - and bending the hand down just because of the lack of shape there isn’t a proper solution in my eyes. Focus fully on that hand now (incl searching for refs) and show it without the left leg in close ups using the final viewing angle.
I was just doing very little googling with “hand grabbing ankle” and got this great reference already on the second page:
http://www.musiqqueen.com/content/uploads/2011/10/Rihanna-Esquire-2011-Cover.jpg
(ok, the pose maybe not relaxed enough :smiley: )

cheers
z


#803

pose
hand

ref1
ref2

what i want is touching the ankle . but not many reference .
i think what u mean is a relaxed hand , so the thumb is turned more inward and downward.
hope my direction is correct

thank you for suggestions
cu later


#804

Hey, very good references you have! When you compare the second one to your previous hand pose you’ll notice that the hand has also a rotation in the longitudinal axis, twining around the ankle.(while your pose was simply pointing downward, like when a policeman is showing the way downstairs…)

The swallen look is gone now on your hand. An issue is the very straight outer line of the palm (the outer line of the index continuing down to the thumb), which you could curve out a bit toward the thumb to loosen the stiff look.

An other slight problem is the bending at the wrist (don’t know how far visible later) - the shape going from the top of the palm to the forearm isn’t continuous enough.

And i’d try to bend the index slightly, if keeping this pose.(just to make it look relaxed at least, instead of the military feel)

“Your direction is correct”, your heart in the right place, your mouse in the right hand.
Just carry on :slight_smile:


#805

handhand color

not 100% sure the e longitudinal axis rotation u mean, but i compare the reference and render again. hope it is correct,
the index is bent , and i will bend the others fingers if this bending is alright.

thanks for suggestions


#806

Yes, man! That index looks already with that tiny little bending far better! Concerning the longitudinal axis i’ve meant the longitudinal axis. :stuck_out_tongue: (of the hand/arm, lets call it Y-rotation, regarding your default pose). It would be really nice if that hand could do that rotation a bit, bending around the heel, as shown on ref2.(at least slightly to be able to open the thumb slightly - would look more relaxed imo)

Very nice hand texture btw! Will it get some bump mapping around the finger joints?


#807

Hello, I’ve been working on this model for a while now in max and zbrush. At this point though I could use some feedback on how the model looks compared to the real deal. Any comments/tips are appreciated ! :slight_smile:

Ok so here are the reference images is used primarily for the side and front poly modeling in max:

And the current progress in zbrush:


#808

rotation axis

not an update this time just want to confirm the axis again.
sorry for my innocence
when talking about axis, i usually get confused with it

last update because i am very tired. so did not mention

hand

it is not touching the ankle at the moment because i want to confirm the bending is correct before because the finger is inside the ankle before. so i just pull the hand out casually. but there is rotation at the wrist to align with the ankle . not totally straight.

fingers

problems
i am not sure i mentioned the problem before. there is no bone/biped for rigging. but it is fine as long as there is no fingers rotation before. now when i need to do it,i need to select the polygon manually every time for each fingers when i need to rotate them. the polygon is close together and i need to do such a selection process which may spend more than half an hour for a single finger. every change i need to reselect it . so u know how “FXCK” it is .

try 1 :3dsmax —biped
i tired to make it in 3ds max but it is too difficult to add them at the middle/end of the pose .it is because u can’t adjust the correct position/ size of the bone that is associated wiht the corresponding parts of the body. eg the arm of the bone is not inside the arm of the polygon .

try 2 : zbrush— zsphere
i used a tool in zbrush called zsphere before. want to add a rig . i do some test when i tried to learn it . but i totally don’t know what it is going on.when i rotate the leg 90 degree from stand pose to a sit pose(x-rotate). the foot rotate to an unpredictable direction(z-rotate).i mean the foot also rotate at x direction because it is stick with its mother joint. but it add another z-rotate . the foot point downward to the floor. i really don’t don’t how people use zsphere for modelling or rigging in such an amazing fast speed.

solution :zbruhs polygroup

now i use polygroup, which sounds simple and i should think about it long time ago.
polygroup is just actually group the polygon either by UV , or u select them manually to form a group of selection .so when u press a polygroup u select, the others that is not the same group will disappear, or vice versa. so i use them to make different polygroup for all fingers . so i don’t need to reselect them all the time. and only need to do it once.
but polygroup can’t be exported to an external file(u can use a UV to store it , but it is inconvenient to cut the UV for polygroup while u can’t us the same UV for rendering) , it is easily be destroyed if i import another lv1 model to zbrush for UV edit or whatver purpose.all of them will disappear.

sorry for my long story . did not think i can write such a long essay for this single problem

hand texture
the hand i like the texture i made. may be the only part that i satisfied myself without much your help . it is far better than the toes because original source is better . the fingers are not packed so tightly like the toes in a photo. so i can use them easier.
but when u talk about the bump. i think i need to do some investigation again. actually there is bump. i use normal bump which is smoother. but the bump is subtle. beucase the overall skin won’t get so many details for a young lady. the crease at heel, fingers joint, i may need to fix them. but i think it is not an easy task because the overall multipler for bump texture is low in 3ds max . like me think about it how to fix it

thanks for your suggestions and patience
happy sunday
cu later


#809

side note: when you follow that “ref2” you’ve posted before then you don’t need to fiddle around with bending those fingers.(while the index bent slightly, as already done, is perhaps not bad at all with the ref2-pose)

And as mentioned, the hand tex is very nice. Only the creases at the joints look somewhat flat - a texture looks painted when the creases don’t have any shading >> bump map. But perhaps not needed for the final viewing angle >> keep it as it is for the moment (more important now to get the hand into a convincing pose).


#810

pose
hand

i change the plain lighting again. i think it is one of the reason that make the finger feel stiff.i still make the other fingers bend a little bit because it is weird when only 1 finger bend and the other fingers can’t touch the foot.
i rotate the wrist as mentioned, but may not be that obvious
i can’t pose the thumb like the ref2 . if i do like that, the upper arm need to move forward and the pose will not relax.

thanks for suggestions and PO


#811





…, i’m just trying to not comment you troubles with posing the hand… :stuck_out_tongue:


#812

hand
hand color

rotation

i think the nail on the PO not round enough is due to camera angle
num1 is the final camera angle and rotate camer lower and lower from 1 to 4
also make a stronger bump on the hand

thanks for PO and suggestions


#813

Your documentation about the rotation stays a mystery for me, but ok, let’s say the pose is done. Here some thoughts about shapes and tex:

(btw: i don’t really think that the skin structure will be much visible on the final render. Take a look at full body photographs, with no side of the photo larger than 1600px, or even 2400px - far more important are correct shadings at the right place)

Keep it up!


#814

Love the latest updates man! the skin shader looks great!


#815

hand
hand color

i do not make a strong crease as it is bent . i don’t have a choice to make them in modeling as there is not enough polygon, so still normal bump to make them.
it spend me many days on this part when wait for rendering . adjust the sharpness of the crease.

to zokana
i think 502 is bad gateway, a more server side problem in communication. i do not change the image hosting site.u can view them in the old browser in the past, so it should not relate to an old browser problem.

if u can’t view i will email u again this time

to artdigital
thank you very much . glad that u like it

thanks for PO and suggestions
cya
have a nice weekend


#816

Thanks Ian, i’ve no problem to see the pictures now. :slight_smile:

The hand became very good. You’re right that creases aren’t that strong on a bent finger. The frozen look through the different shading on the photo texture is still there, but it would be certainly a lot of work to correct, and i don’t think that the little problem will be apparent at the final render size.

Very nice work, man! :thumbsup:
What’s next?

No weekend yet over here, but you’ve already home time! Have a nice weekend as well! :beer:


#817

to zokana
i think i still can’t get the point about chapped
what do u think if i remove the details of the color on the crease like u did on PO,may be blur out the details in color channel on texture.leave the bump channel stay only. will it make the chapped feeling better?

i think it is time for clothes after the hand

thanks for suggestions
happy firday


#818

Would be almost a pity to blur all the structure as i did on the PO just quickly. If you want to spend a few more hours on texture painting then here some suggestions:

Step 1: (not so much work) eliminating the highlights on the edges of creases, which are the result of the photo lighting coming from the direction of the fingertips (the main reason for the frozen look, because it looks like ice when having no light coming from there)

Step 2: (needing more time) lowering the depth of some of the creases (or even eliminating a few) around the joints.(i certainly don’t look like a young girl, but i have far less creases on my fingers…)


#819

hand color 1
hand color 2

when i made the texture.i remove the shading from the photo in all parts of the body except hand and foot. i do not do much to remove those subtle highlight when i made them. in order to have a coherence color tone , i spend more than 3 months on texture but it is still not perfect.

i think the highlight is quite harsh and impossible to remove them all. especially on the palm. there are complex pattern.the highlight on the hand like some tiny star. need to remove them 1 by 1 per pixel. and it is easily destroyed the pattern. though not in final rendering, still want to know if there is a smart way to due with them.

color 1 : i disable the red tone on the finger, which is made by some adjustment layer in PS.i exaggerate too much on that part.

color 2 : subtle red tone


#820

Oh yes, the creases are far better! Except that the hand is looking dead now. The second version is better, but the correction is too careful. Choose “color balance” and add red onto the hand (about 8-10 in the mid range will do it) to have about the same skin colour as the rest.

Waiting eagerly to see some clothings!