Wow, and it even turns out to be pretty close to correct anatomy. Alright i am loving this!!!
Rych
Wow, and it even turns out to be pretty close to correct anatomy. Alright i am loving this!!!
Rych
Originally posted by JamesMK
Continues to be most intriguing… At first, I had a feeling that all these steps put together would constitute quite a lot of overhead - but on second thought I assume you’ll get that time back because you will not have to do a lot of poly-tweaking afterwards. And the spanking clean topology makes any necessary tweaking a breeze… Hmm, very good stuff…
Thanks! 
Planning out the topology is the trick as it will prevent any horrendous poly issues down the line. Tracing with curves is the most tedious part but it’s really not that bad…it’s actually kind of fun! You can even edit the curves and it will continue to update even after the surface has been been converted to Sub-D. The only Tweak I made to the polys was along the rib cage… I collapsed a couple of edges so that the resulting Sub-D would be less messy.
Okay here’s this mornings progress… The seam on the chest is a little off… Okay I have to work on other things for awhile then maybe I can sneak back to this 

Originally posted by Bluemilk
Amazing technigue, kinda like z spheres but not.
Perhaps he should have a perch?
Hehe… I was thinking the same thing about Zbrush…but I still haven’t been able to get used to that program.
I was definately thinking perch… the cage isn’t working for me yet. It’ll have to be a substantial perch… he’s a heavy bird but you wouldn’t know anything about heavy 
I’m trying to keep that influence of Witkin so I need to think of something that has that kind of whimsy (for lack of a better word)… like maybe a perch made of pipes that is mounted on some sort of crude cart.
I must say it is a rather unusual techinique of yours: could you please elaborate your 6 steps a little bit more for this little humble admirer?
And the result is nothing less than brilliant. :applause:
Originally posted by trthing
[B]I must say it is a rather unusual techinique of yours: could you please elaborate your 6 steps a little bit more for this little humble admirer?And the result is nothing less than brilliant. :applause: [/B]
Well I guess you could pretty much do this in any app but Maya has a feature called a live surface that makes this process easy.
Basically making a surface live lets you draw curves on it… in other programs you might have to snap the points in the curve to existing vertices which is a drag.
So my approach is this… in a clay like fashion I add little balls of clay to fill out the form in an additive scultping technique or in this case primative spheres. I elongate and scale them to better fit the surfaces and in some cases grab CV’s and move them around.
I have a background in sculpture and figure drawing so this process is really intuitive for me.
Then keeping the resulting topography in mind I start to work out patches that flow with the musculature. Then loft those into a polygonal surface.
From there you combine and merge the edges on the patches and then eventually convert the surface to Sub-D to smooth it out.
I will probably use Artisan to further sculpt the resulting surfaces.
Really I think the key is to know your topology… if you get off on the wrong foot fixing the problems can easily take more time than just restarting and area of the model.
I guess the problem now is deciding if the inner workings of the lower part of the torso is supposed to be similar to shoulders or similar to hips? How are you planning to handle it?
>>>I guess the problem now is deciding if the inner workings of the lower part of the torso is supposed to be similar to shoulders or similar to hips? How are you planning to handle it?
Well I guess more like hips…otherwise I would have to twist the arms around like the Pelvis was an upside down set of shoulders. I haven’t really been thinking about rigging if that’s what you mean other than for posing.
I guess my biggest concern is how beleivable is the connection of the arms to the hips?
>>>Great modeling techniques Gmask…
Thanks 
You’re making good progress! It starts to become clear that there’s something very wrong going on here (in the right kind of way!) when one tries to make sense of this character.
It’s a bit like looking at an optical illusion. I mean this in the best possible way. I’m really looking forward to see this one finished.
My question about pelvis vs shoulders earlier was just about appearance rather than rigging - but I see now how you figured it would be. I guess it’s the best solution. ![]()
Here’s the hand in progress… I had to abandon the sphere rough version and make them freeform.
