Im actually “sculpting” all my major deformations and using them as a deformer to maintain physical mass in these extreme deformations, without me having to “tweak” and go crazy on painting weights.
Body topology
I try, I still need more skill to pull off what i want… but i guess we all want to be better than we are.
> LikuidSnake
Thanks for reply. Sorry for late post.
> forearm mesh structure
It is my question point which I can’t understand certainly.
If possilble, could you show me a good reference for that?
I’m looking for. And for now, it is before the rebuilding process for body mesh. So it is good to plan the reconstruction. 
Yeah sure.
Here, this one look pretty solid. The hand is pretty much straight on this one (no rotation on the wrist), you would just need to figure out the direction muscles would take given the rotation you actually have in your model.

This one has some wrist rotation:

I would have love to have a back shot from this one:

This one seem to be the position of forearm´s bones when the wrist rotates:

And here´s a LINK that shows most of the forearm´s muscles deformation from the front. I think it´s still usefull as it shows the direction they take.
Hope it helps! cheers!
EDIT: I forgot to mention, that I have seen many model their arms without any wrist rotation (with the thumbs in a vertical direction, hands perpendicular to the “floor”). So you can model the forearm´s muscles straight and have them deformed in the right direction when you rotate the wrist. I though it was a pretty simple and correct aproach.
> LikuidSnake
Thanks mate for your showing good references.
Here is the snapshot for now about forearm muscles. This is reffering to my old anatomy textbook, but it is vague (I think). Please give me time to reconsider about this issue.
About your EDIT:
I can agree with you. But my purpose for forearm is to express the line by muscle squash when twisting. So I’d like to obey your advice. Thanks. 

And more. I’m rebuilding body mesh especially for back of torso. “Lef half body” is newer.
C&C are welcome.
still sculpting in mass here no real feet or hands yet… ive already cleaned the head topology… need to attach rest of arm… and deform her right leg raised and knee bent… with ankle down. ![]()



sure, like i said thoug, only cleaned the head… Im scupting some deformations as guidance to my blendshapes on one side of her body… then I will clean the topology and “unify the model” hence the legs are not really attached. and neither will the arms until I do the “Cleaning” Its nice not working about topology and just worrying about shape and proportions. Then going back creating a final mesh over the old one. Like i did for the head.

and here i have started the knee deformation scupt… To use as a partial Wrap deformation when creating a target shape for the final rigged version.

thanks steven the adjustments to the head is really great! and so are the other paintovers… Ill definitly make these adjustments.
Im cleaning the entire mesh now in topogun… these adjustments can be done when I complete the low res.
Ill lose some details here and there… but Ill try and recreate the important ones in the low res version.
Hello everyone,
This is my first human body, so rough critique is needed. Thanks again.


Eh mr Stahlberg, first of all thank you very much that you spend so much time on commenting every thing here in the thread:) 
i have to tell that this thread is really great but the problem is that now one starts to lose the overlook about its development and the things already asked or not. IMO it would be really great if some one could sum the most important facts (topology, polygon vs NURBS,differneces between woman/man etc. ) in a kind of tutorial or pdf or something like that and post it in the tutorial section of cgsociety…
just a suggestion…
everyone have some nice holydays
![]()
Hello Steven
I was reading your post a few back on how you teach your students to use reference images to highlight structure and flow. I’m not happy with the elbow on my charcter so I took my references into photoshop to see if I could find what I’m missing and were it is going wrong. I’m trying to flesh out the topology around there and the tricep.


Your model is looking really nice, Kryoboy, can’t wait to see how it’ll turn out. Did you get rid of the tri’s in the brows area? I think the result for the brows is fanastic, same goes for the eyes. Any more updates?
hey. divine, been super busy.
but, progress has been made… I’m about done with a complete mesh lower poly mesh… that will be subdivided twice, shrink wrapped over the high detail version, to create a displacement…
I’m want to have a little experiment with skeleton/expression driven displacement “maps”…
Ive come up with an idea to section out key areas, and create separate displacement maps to be blended between poses along with blend shapes.
take the correctional blend shape technique, and apply separate displacement maps driven the same way using expressions and the hyper shade…
I am able to blend a section of one displacement map with another on any given target of the body. =)
example., Knee is raised… and fine wrinkles appear near the pelvis and bending point of leg.
knee is lowered to wrinkles fade away…
the torso bends left, wrinkles appear on left side of body, and ribs become exposed on right side of body…
So in concept I am breaking it down like this…
-
mid-res model rigged…
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Mid-res model posed to patch Hi-res deformations like knee raised, and shrink wrapped too… for correctional blend shape targets.
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Same mid-res correctional bend shape targets + hi res deformations… to create individual displacement/or normal maps, for each key pose.
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Hyper shade and super fancy node construction driven with same expressions as the correctional blend shapes to transition around 72 texture/displacement maps in junction with around 72 blend shapes(36 for each side of the body)… to output a pose based displacement map/normal map to the shader network.
It sounds crazy… and hair pulling… but I stumbled on how to achieve this 5 years ago for wanting to place procedural veins at target locations on a creature… the same concept can be used to achieve the pose based displacement map network with the addition of some simple expressions.
Hi!!
Happy New Year!! 
May the force be with you … ![]()
> LikuidSnake
I have decided about forearm mesh by this photo from you.
I love it too! 
So I will continue to use my Miranda’s forearm topology for a while.
And here is the update for my new mesh torso.
The mesh topology is simpler now. C&C are welcome.







