If you click directly on the link it won’t work.
Copying and pasting into your browser seems to do it.
If you click directly on the link it won’t work.
Copying and pasting into your browser seems to do it.
that will only happen for you, you cannot link to the internet from your localhost. you have to upload them first somewhere on the internet.
thanx guys for alll the tips
steve ur a very resourcefull man
thanx lot ummm on the comment of the the tendon in the back it is some what straight but it slants as it runs into the claf muscle …maybe im getting confused on how i see it
anyway heres an update…im going for runway model …skinny …almost like a wire in some aspects.only think i put a lil more meat on her
im on the butt right now working my way up on detailing some things
Kryoboy, i don’t understand. As in ‘local host’ do you mean my website host or Cgtalk.com?
I uploaded the image to my website hosting plan and linked it from there. If you are talking about my website host I am also confused by you were saying it is not on the net:
“you cannot link to the internet from your localhost. you have to upload them first somewhere on the internet.”
If you are talking about my website host, I thought my website was on the internet.
If you are talking about CGtalk.com, then I eventually did uploaded them to my site and linked it from there.
Hey Kroyoboy, you have the exact degree that I have.
Sorry for the waste of a perfectly good webpage guys. 
SnowTurtle, Local Host = Your Computer 
Do you guys just use SDK’s for your blendshape deformations? or is there a different way?
Thanks Corth.
Ziah your lower back/rib cage looks very natural and the thigh/buns/back leg area is much more nicely done.
Daz P, that was a great model you posted - nice poly flow and very authentic anatomy. Could you post some close ups of the face?
As far as I can see the posts on this forum, my shoulder lacks on detail… thats why I´m not getting a good deformation on this area as far as the pelvis… any suggestions are welcome!
By the way… the proportions are all ok! She´s everything any brazilian would die for!! ![]()

Hi folks,
tried myself at a new body. Still too many tris and n-gons. I will start the fine tweaking now, then adding head, hands and legs…

Smooth

Wire
nelsonteixeira, thats some stalky legs. but still she remains sexy. i see what perportions you are going at, i would check the ankle size and lower calf.
a few things remain almost the same on the human body no matter how much muscle or fat.
3x around thumb = wrist size around
2x around wrist = neck size around
2x around neck = arm length
3x around head = height and arm span
technicly i can buy you a shirt by your ring size =P
everything looks pretty good, just looks abit like she has salks on her ankes.
i found it hard to believe that u can tell how tall someone is by there hat size lolol.
I must be really atypical, since my wrist circumference is nowhere near half my neck’s, thoug hpretty close to a third (7 inch wrist, 20 inch neck). My family does have thicker necks though (finding dress shirts that fit is basically impossible. With a 20 in. neck, even with my not inconsiderable girth, shirts are tents at the waist).
shrug I never really trust those ‘ideal proportions’ things, and this is why. Humans are just too variable. Rather use a real reference than a couple of assumed numbers any day.
20 in nech ? wow. my waist is like 21 lol.
basicly your middle finger and thumb will go around your wrist and you should be able to put both your hands around your neck.
i learned all it this morning on a educational kids show on LPB haha.
i don’t suppose anybody has any good links for correct body proportions…i’ve never really found a definitive source and mainly random type info…cheers.
learning loads…great thread and some fantastic info…so a quickie thanks.
do you guys think there is really such a thing?a correct proportion…
i have one for the face http://www.plasticsurgery.am/Rhino/sld002.htm…but its more of a guildline thing
I know there are books, software, websites about the average measurements of humans, used by architects, car designers, military, etc to make products more ergonomic. They can get quite specific, with angles of reach and field of vision etc. But I don’t know where to find this, maybe do a search on ergonomics?
thanks guys…i was just wondering if anybody had any cool links on the subject really…most i’ve seen are golden rule based and fairly random in nature was hoping there might be some definite sort of site…but i’ll keep looking…thanks anyways.![]()
hey steven, im trying out your method of modeling and all is well, much better deformation control here. loving it… I was thinking about the texture streaching…
why cant you use the smooth proxy UVs instead of the lower version.
what is the curvature of the stomach and back/lower buttox area like in the side profile, the profile curvature pretty much in doll mode, before bound to skeleton steven.
also the armpit, i think could have been done with a triagle in the indention and 3 pole, short one that follows the lower bicep crease/upper arm flab part that begins on the lower right corner of the triangle, and 2 poles that split off from the top corner one being the bicep center that is pulled out abit on the Z, and the next being the middle length on that follows the lower shoulder area. But you already said if you could do it again you would do it with less, for easier deformations.
a tip for deformations and skeleton setup. Setup a skeleton with the proportions you are looking for, and a base mesh that fits it. as your modeling jointed areas bind it to the test skeleton and test the unweighted deformations to find the sweetspots to aviod as much weight painting as possible… Also dont be afriad to move some of the affected vertices on a bent arm, u know when they are affected because they will slide in other directions when you move them, sort of like making blendshapes for extra influences on joint rotations.
move them a bit to get the wanted deformation, return the rig to its binding pose check to see if you have any overlapping verts and if not and satified and delete history, and continue modeling.
Another tip, create a low poly box model female and or male character with a rig that works for you. aviod rerigging if you have one that works. also dont be afriad to copy and paste those really nice ears and feet you had modeled last month.

hey thats nice information. here
http://www.plasticsurgery.am/Rhino/sld001.htm
i recommend looking at it. for example the distance from the bottum of the chin to the eyebrow is the same as the width of the face, so thats a cube.
the face is 3 x 1/3 so take a cube and a half and thats the size of the face
and from the chin to the back of the jawline is half the size of the face.
so the face = 1 1/2 of a cube in Y and 1/2 a cube in Z.
the width of the mouth is the same as the disance from the crease of the mouth to the bottum of chin. The width of the mouth will also tell you the distance between the corneas of the eyes.