hey guys could someone post some wire shots of the female pelvis area…im in the stages of what i like to call detail model tweaking.where i go back and adjust little things that make a big difference and im noticing some things one the pelvis area which i never paid attention to …mainly the hip areas…areas where the baldder of utterus would be situate and the cresing by the legs that is flat in some parts
Body topology
deeb, the ears are still too flat against the head, and there’s a problem with how the neck attaches to the head. It should attach higher at the back, it should dip in more. The distance from the eyes to the chin seems too long now because with the eyes that size and width the lower half of the face seems a bit too large/long. This causes a problem with the jawline that runs to the earlobe, it seems too far now. Not sure exactly what to do about it, there are a few ways you could work that one out. Otherwise, it’s really looking better.
IvoD, wow that guy’s meant to be that ‘cartoony’? That seems really hard to pull off. First you have an old decrepit guy that still has to seem strong and heroic, difficult in itself. And now this proportion issue. Normally that would tend to make him look cuter, more feminine, or more childlike, kind of the opposite of old, strong and heroic.
Well, it might be possible… but I think you should make his waist a bit thicker, as much as you can and still keep the cartoony approach. Or his chest narrower. It’s the slanting line from the armpits down to the hips that introduces a feminine feeling, I think.
Stahlberg: I think you were right with that one, about the jaw line etc. There was certainly an odd length to the jaw from eye/ear to chin. I have moded that now, bringing the jaw line down some what, filling it up a bit and in fact raising the whole jaw a little. I have brought the back of the head forward a little and taken the ear with it. The ear sticks out a bit better now I think.
Ziah: I have posted an image of my characters pelvis. Im not exactly sure what you are after, but I think this is right? Im not sure my hips are perfect though, some maybe someone elses would be better 


Mmmmm, body topology.
I’ve been working on a womanly figure lately which has some of the better toplogy I’ve been using. Things are still WIP with tweaks needed to be made here and there. Anyway, wireframe views below.

…found some time to work on my woman…
@steven: …could you please share some of your knowledge on “teeth-shading” ?
Ziah: I saw that thread earlier this week. Definitely one of the best female models posted recently.
Bluplet: Very nice modeling. Looks like you put a lot of work into it. The only crits that I can see are that the neck may be too long and the proportions make her look slightly masculine. And before anyone says anything…no, I’m not talking about the small breasts.
Those are ok. It may just be in the shoulders or legs proportions, I’m not sure. If however you’re going for the heroic-type female figure, then the proportions are fine. The rendered images look great.
Digidim: Love the lips on your model. Something about the curves there is very sexy.
Allen…yeah her model has the softness of stuzzi and pixel paths work
its amazing how they get such softness with out shaders apply…i wodner whats the typical technique…
i mean it probably has alot to do with observation…but think there is more to it i would love to see a wire of work like that
Digidim:
Nice model. Have you tried animating her yet? I’m wondering how that topo holds up.
…no animation yet…still working on the model…btw. thats a smoothed version…the topo isn´t that heavy…base mesh version attached…
Oh yeah I’m sorry I figured that, I was actually looking at the umm… different way you approached the local subdivision technique. Imo it doesn’t flow at all and might give you some serious problems down the road.
<-- see smilies… don’t hunt me down at siggraph.
yea… now that i see you whire, you surely have to delete the cheaks, the part between nose and mouth etc… and attach it all with good edge loops, this wont work with animation at all im afraid. at the top of the head it looks fairly good , but to the way down it just doesnt work for animation.
Thanks for the comments Allen,
The shoulders have been moved up a touch and the knees lowered a bit as well, everything should be spot on proportion-wise.
This model wasn’t made with any particular theme in mind. So that means no ideal forms with generous boobies, or extra musculature and the likes. Just a plain, plain, plain average body.
Throw in a bit of asymmetry and some extra bumps here and there, it’ll look complete.
Updated render below.

I was actually looking at the umm… different way you approached the local subdivision technique.
Actually to finish up my own sentence. It does look like you have done a nice job at “quadizing” and cleaning up things. I’m just not too sure how it will deform. Kinda curious actually.
Actually Julez, to keep this thread on topic can we use another MR thread for that question? There are planty of those to go around 
Dang, Bluplet, excellent!
That crazy Swede Vnuk? Amazing work, so I checked out his other thread, from February, people begged for wires there too, but nope. Hey Vnuk, come on, post your wires! And do it here, perfect topic for it. Kom igen nu for fan… 
Hey all, been working on this girl for a good while on and off now.
Funnily enough Ive completely re-thought and restructured the topology since I started. I’ve probably modeled her several times over! Mainly due to this thread! And I still haven’t made my mind up about wether or not 5 sides is a heinous crime. But dammit If Stahlbergs doin’ it it must be OK! 


Im not quite happy with the breasts still since they feel ( giggle ) fake right now and I want a more natural look. Reasonably happy with the buttocks but yet to go in for a serious detail pass on the whole thing.
Anyhow, critiques more than welcome. Strangely Ive found the arms one of the hardest bits! Womens arms really are surprisingly different from mens.
As far as nailing technique and topology goes, Im still not really a happy bunny ( game artist by trade so higher res modeling mostly still a learning process for me ) . I just feel like a total slave to topology and that I spend so much of my time re-arranging stuff for topologys sake instead of concentrating on form. Any advice in this area appreciated. Im wondering If I might try something other than Maya like Wings where the creation of tris isnt even possible unless Im badly mistaken?
Steven : Im particularly interested in your blendshape deformation techniques. So you dont split the mesh up at all? So for a knee deformation for instance you have a blendshape that is the entire mesh and not just a section?
Dazp and cinefx007, all you need to do is make sure you stay as lowpoly as possible when you model, and still get the details you need. Here comes the magic part:
Simply Smooth or Smooth Proxy 1 level and all is quads!
No matter how many 5sides and triangles you have. It will render in any package. Often you’ll need more than 1 level anyway, so it’s all good.
Dazp, the above also means that yes, I never have to split up the model because it’s only 5 - 10k (I do split it at the neck though). I’ve had over 60 Blendshapes of the entire body at one time, didn’t slow things down at all.