Body topology


#881

Welcome! :slight_smile:
(But I only see red x’s here, and at Spiraloid too, mostly towards the end of that thread, tried on 2 different computers many hours apart, so it might be a problem with your server?)


#882

Hey folks,

I have again started new… Now I think I go with some cleaner topology and adding details later. The red circles marking areas that I have to redo (there are no quads and it looks odd)


MDB101: Wow, that looks so good. You max guys really can do some good skin shaders. I have to see this all the time.


#883

Wow, haven’t been to this thread in a while, there’s some great work here. It’s turned into an awesome index of learning resources for aspiring anatomists (did I write that?) :slight_smile:

allenatl, great wires and a very striking model. Really sound convincing anatomy and good subtle costume work.

MDB101, your model is superb. I agree, the shaders are excellent, though more relevant to this thread is the great attention to anatomical detail. Only one minor crit and that is his legs look a little too short and thin?

dragon kiss, very confident and striking work. Impressive clean topology.

][ndy, really nice economical wires, and bold work though the breasts are too big imo and the small of the back doesn’t look convincing yet, there’s a bit of a crease.

theSloth, good work, though maybe aim to sculpt the musculature of the limbs more smoothly. The ‘flow’ of the anatomy could be more refined? The breasts are pointing outwards as if unaffected by gravity.

V. inspiring thread. Hope you guys are going to animate these models.

Bob


#884

I’ve decided it’s time for me to ask for crits on the structure and topology of a model I’ve been working for a while. Been a bit nervous to post it actually, seeing all the amazing work thru this thread. Thanks to everyone who’s contributed so far.

I’m not happy with the back of the ribs and shoulders. Any suggestions? And I can’t decide if her head looks a tad small or not.

Click on images for hi-res (1500x600)


#885

3rd Dementia, imo excellent work. Maybe increase definition of the shoulders? The face looks very well crafted though is the jaw just slightly too wide and heavy?


#886

1st off, i want to thank you for all the inspiration you provided to the 3D community!
you are 1 of the 1st artists i used to check out (and show off to others) on the net. couple of yrs ago now.
the model looks GREAT (as allways), and yes, why not, if u tested how it reacts and it turned out positive - why not use tri/ngons.
i know this is a maya forum, this is not a diss, but a friendly tip!
i use(ed) maya for modeling (MJ PolyTools, a must). i guess i was not satisfied with polyModeling in maya, as i started looking for other tools. i realy liked wings3D concept and it was about to become my polyModeler of choice. i stumbeled on Silo recently. i don’t have enough praise for the app!!! my models have less faces, and are better at the same time. i can import morph targets for ‘blend shapes’, it seems to work fine. still did not encounter any incompatibilities in the silo-maya pipeline. for anyone interested there are demo movies on some of the main Silo features on Silo home:
http://nevercenter.com/index.php/Videos
i have a workflow/setup (i just love) and i don’t know how to make with maya. and already have my custom GUI for Silo (it helps me a lot (MUCH more customized GUI than what I have in maya).
this turned out to be a long post…i might have just as well said: Thank You steven. Silo:)


#887

3rd Dimentia

Looks good. I’d have to agree the jaw is a bit heavy, unless it’s intentional. One thing abiut these kind of critiques, is that we tend to all idealize the final result. If you want a sort of slavic look, then the heavy jaw might be good, it’s not abnormal, just not magazine model.

The center of the collar bones need to come closer togeather and down a bit. The shoulders need more muslce, and defining.

The hip bones are a bit weird. They’re kind of forward and buldging, esp noticable in the 3/4 view. The edge of the hip bone should be a buldge in a depression, between muscles above and below. What you have looks more like a muscle directly running along the edge of the hip.

Otherwise, looks good!


#888

awesome work 3rd Dementia !!! :bounce:

you…:buttrock:

i agree with bobakabob, jaw could be more feminine.
dont for get those tendons at the base of the skull / back of the neck…


#889

3rd Dimentia, very nice, there’s just something strange in the profile about the relationship between the jawline/ear/back of head. But most of that would be hidden by hair so maybe not very important. And I agree about the hipbones, the bulge should perhaps be sharper.

polYgonZ, thanks. I’ll have a closer look at Silo.

edit: well I took a look at those videos, and the only thing I could see there that I know I can’t do as easily in Maya is the Split Tool thing. Very convenient. But would I pay 100 bucks for that? Not sure, I’ll wait and see. As I’ve said before, what takes most of the time and energy for me isn’t the actual modeling itself. It’s the planning, the thinking what to do next. And the ‘estimating’ - you know, when you’re trying to decide exactly where to place a vert or edge. Oh, and going back and redoing stuff when you estimated wrong. :slight_smile:


#890

hello,
I’ve been working on this in the last weeks and I would like to have some feedback, mostly about the anatomy. I’m not entirely happy with the hands, nor the feet. Maybe there’s some other things that would need work. (Click on the thumbs for big pictures.) Thanks for any suggestions






#891

looking good people… i see some things i like.
Heres my new contribute to the thread.

Im sing 3, and 5 sided polys wherever i see fit, has really speed up my workflow, and also is kind hearted to the blendshapes. Shes still uncomplete, and still undergoing rapid changes.


#892

Sorry kryoboy, but your mesh is simply too… simple! That’s no fair! I’m envious - nice (clever) work!


#893

Hi people I haven’t check this thread for some time nice to see lots of new pics, I have a script here if you like to build quad only characters…for subdivision surface in Maya/Mr

save the code as “selectnonquad.mel” and source it
you need to select bunch of face on yout model first and then execute the script (selectnonquad;), it will then hilite any face thats not a quad…:slight_smile:


   //-------------------------------------
   //By David Wen Ying 5/8/2004 4:18PM
   // Yinako_minako@hotmail.com
   // http://www.noboundrees.com/yinako/
   // Select faces on mesh then run script
   //-------------------------------------
   global proc selectnonquad(){
      if(`selectMode -q -o`){
   	  error "Need to select faces first";
      }
      $selected = `ls -sl -flatten`;
      int $i;
      select -cl;
      for( $i=0; $i < size($selected); $i++){
   	  //print ($selected[$i]+":");   
   	  string $vtx[] = `polyListComponentConversion -toVertex $selected[$i]`;
   	  $vtx = `ls -flatten $vtx`;
   	  //print (" vtx count:" + `size($vtx)` + "
");   
   	  if(size($vtx) != 4){
   		 select -add $selected[$i];
   	  }
      }
   }
   

#894

Did you see the Topology Brush? Lets you draw new topology for your model using a pen tool: http://nevercenter.com/index.php/News/661 (video on the right)


#895

hello everyone
this is my first time in this tread

@yinako
that is a really nice script, however I cant get to work :shrug:
I select some faces and execute the script and then… nothing happens

@kryoboy
your model looks nice and clean topology wise, but it is missing some character
especially in the head, it is also a little to tight for my taste. but I like your shoulder/armpit area

@Kwram
your head is nice, but i feel that the body has someting wrong in its proportions. and it got a bit of a grandma look to it (sorry dont wont to upset you :slight_smile: )

okay here is my body, I’ve been working on it on and off for a while now.
the hands and feet need some more work as does the back and shoulder area.
and I see now that the shins are a little on the thin side (why did I not see that before)
I am now working on the head in that new app modo actually, thats why it is missing
so what do you guys think of this???

oh btw don’t pay attention to this crappie render quality it is just standard maya lighting and a pink lambert slapped on


#896

kickin’ work y’all. Kryoboy, I like your armpit area/arms and legs… the head looks off, big/long,
and the mouth area seems really out there and nose very close to the face.

Started to add fingers… they are short and stubby looking at the moment.




#897

kwramm, that’s a good body shape. Maybe the breasts are a bit low, and the ribs a bit too sharp in front, and the legs too ‘straight’ in the side view (thigh-tibia-foot should form a bit of an S shape), but the head/neck/shoulders/arms are quite nice, and the legs/hips look ok in the front view. The topology is hard to judge since you’re showing only the smoothed surfaces, I think you should show the poly cages instead. There seems to be some radial wrinkling around the bellybutton, that could be a warning sign.

kryoboy, excellent topology. I’m going to come back here and study it when I have to redo mine.

yinako - Thanks! I’ll try it!

Bored Alien - no I didn’t see that, sorry. That could definitely be worth a c-note for me.

bink, very nice, and very ‘quaddy’ too… though maybe you don’t need to keep it so strict, look at kryoboy. :slight_smile: And I think the arms/hands form a line that’s a little too straight, the wrist could go a bit higher, and the hands seem too small.

DivineRain, looks good - but look out for the palm part, it may turn out too ‘boxy’ or flat?


#898

Thanks for the feedback :slight_smile:
Next time I will post some poly screenshots. The ones here are sub-d. The poly mesh below looks much like it though. But I was more interested in some anatomy feedback. The topology I’m happy with. I guess I’ll do the changes you suggested and then move on to slapping some textures on her.


#899

I want to thank stalberg, abient-whisper, bay raitt and others gurus of edgelooping for making my life easier.
Let me 1st start by saying I am not a modeller, but rather do visual effects. I am currently an art student at the AAU. here is my model…


#900

Well here is my contribution in this wonderfull thread (very educating by the way).

Here is a new model i started this week …ignore boxy arms …too much work needed there. My main problem every -single-time is the Clavicle Bone area…there may be more points which may be wrong…but i trust u will be kind to point it out.
Thanks