Body topology


#941

Its already done that, but not with off the shelf software. BUT You can do all those things on a shot by shot basis if you arent afraid to build a comprehensive set of blend shapes building more on an as needed basis. It sounds daunting but it often the better solution in that it gets you there quicker with more control than multi-layered aproaches with springs and painted weights.

Also ACT looks promissing but i dont know thier current state of development for Maya.


#942

…furthermore, i think u can control very highRez models with some smart setup ( wrapping in a low poly drive model) .Some extra blend shapes and some good preparation can do the trick i thnk. U can work then your animation.


#943

Regardless of whether you are using blend shapes or whatever, you are still using the same mesh to deform/shape into a variety of different poses aren’t you? Obviously the amount of work involved will vary depending on how realistic you want the results to be as well as how detailed the model is but aren’t the underlying principals still the same? Isn’t the point to create your model with a topology that will be flexible enough to look decent through a range of required poses/deformations? I thought that was the idea of this thread.

Maybe I am wrong. The objective of this thread may be just to create the required surface details with a minimum of polys. Would it be better to cut the model & wires images from here and talk about how they might animate in the rigging/animation areas?


#944

wanted to post my headwork, I´m quite happy with the topology.

(don´t use any refs, except those in my head)


#945

scottgcau, I agree with you, and on a couple of the first pages I have some screenshots of deforming geometry, corrected using Blendshapes. It seems to deform okay, at least no really big and impossible-to-fix problems. As usual the shoulders are the hardest.
Likewise, when it comes to facial animation, the whole point of my topology is to enable the model to perform all 40-50 Blendshapes and resulting combos that I use, though I haven’t posted all those tests here in this thread (or anywhere else) yet.

So guys, if you want to take it to the next level, feel free to post some deforming shots.

Dimitris, that’s much better! :slight_smile:
The tendon coming out of the groin seems to curve, not sure if that’s good, and the ‘sixpack’ seems to extend too far down the abdomen, and lastly I think the breasts would be smaller on a woman this built (don’t know why, possibly because they’re mostly fat and bodybuilders burn it off?)… but other than that, wohoo!


#946

Gday Steve, great thread you got here, i myself have found it enormously helpful and i admit to having studied yours and other topologies here with great keenness, been a big fan of yours for a while now, i’m also a fellow ice member and i’ve always admired your 2d / 3d versatility in those ice packs from bygone years to current, anyhow i’ve recently started a maya course bout 6 mths ago and i’ve been dabbling on and off in character modelling, heres some shots of my current character which is a psendo manga/hyper-realism attempt, any crits or comments would be welcome… cheers :slight_smile:

<IMG src=“http://noodlz.ice.org/images/backsmooth.jpg” border=“0” alt="" />
<IMG src=“http://noodlz.ice.org/images/frontclose.jpg” border=“0” alt="" />
<IMG src=“http://noodlz.ice.org/images/frontbackmesh.jpg” border=“0” alt="" />
<IMG src=“http://noodlz.ice.org/images/Rendered.jpg” border=“0” alt="" />


#947

That is the point exactly.

Good topology holds up with only minor fixing required. Most areas of the anatomy are pretty streight forward, however wherever skin slides over anatomy, its best to take the diferent resultant shapes into considderation. One topology might look good until the bony landmark moves. Such as the clavical, and shoulder blade, and to a lesser degree knees. One option there is to keep the geometry fairly dense and generic, another is to make sure that the geometry flows along the arc of motion, as well as the contour of the mass.


#948

Hi All

I’ve worked out a way around the issue of having to redo blendshapes when you change the base mesh with the ‘Stahlberg rigging system’. Although it’s been discussed in this thread, I posted it here---->http://www.cgtalk.com/showthread.php?p=1641234&posted=1#post1641234


#949

Oh man …u are so right to that…i had some very bad expereience with the shoulder blade…:sad: some time ago.


#950

I just love this topic :slight_smile:

some update to my topo… made a body.
working for an animation setup…
any crits welcome

stunning feets Ståhlberg, Mycket läckert. ( page 1 2 ) an age ago :slight_smile:


#951

hey, wanted to check out that site, but its askin for a password.

i could really use a good site im trying to model a female. ill try to post some shots later, i could use a good critique.

thanks,

b.


#952

Absolutely beautiful first off. Im currently working on a female model. I’ll put shots up later when i get home. I’m at work right now, doin some research for that model. Glad I found this thread. Anyways, the hair is one of my concerns. Not sure how to start…so if you have any pointers. I intend to mess around anyways…but yeah, advice would be good. Also, for lashes and brows, are they textures or did u model them?

Thanks,

Brian


#953

Greatings to all…

 Second night straight over this topic, very useful information. To share is cool ! I liked your model, SunTzu, looks very light. Keep on goin´! :thumbsup:

#954

Well, as much as I would like to take credit for that model…I cant. I’ll post my model when i get home.


#955

Saku_Seraph, tackar! :slight_smile:
About yours, if you want some comments: the nasolabial fold looks good at the top, but as it approaches the chin maybe it needs to have another edge flowing with it. The outside of the eyes - the upper eyelid flows seamlessly into the ‘crow’s feet’ not crossing them like here, that could cause problems in a squinting expression, or for older characters. The forehead should have ‘flatter’ horizontal lines so it can form the ‘worry’ lines more easily, and don’t forget you need some additional detail between the brows to be able to do Sad and Angry.
A bit like this, but note it’s still a wip. For instance I’ve lately thought it should have a better defined infraorbital fold (runs from inside/below eye down cheek towards jaw). After all it’s present in every human, though it’s hard to see sometimes. Also, if this was to be an older character I’d definitely have to add some edges angled differently at the corners of the mouth.


#956

hello again, I would like to show u guys what i just started here, so far this is still in its early stages. ill post more as I get more complete :slight_smile:

More can be seen here:
http://cube.phlatt.net/forums/spiraloid/viewtopic.php?TopicID=994

bodY:



#957

i see a lot of people modelling in T pose…but i would really like to question the justfication in doing so??

its very easy to make the arms un proportional when modelling in this pose…

I know its nice to work in world coordinates space but the pose is so unatural and lacks any personality that i dont think its worth it.

Also…people think its easier for rigging…but thats nonsense as well…because the arms very rarely go into that position while animating. As long as the palms/forearm are aligned to the world coordinates(for creating control objects that need properly aligned axis)…it shouldnt matter.

In our studio we found the most optimal for rigging is the arms down and arms bent with palms flat and pointing in Z…while modelling was very easy with arms down at the side in a natural pose with elbow at the correct angle for the IK. It is then a simple matter to bend the forearm into the correct angle for rigging.


#958

It´s always good to get some crits from veterans :slight_smile:
why to invent the wheel twice ?
Nu är det jul igen, sa mannen som blev överkörd af tåget.

I do not really understand this one perfectly, could u be so kind and detail your explanation?

I did however understand the rest and the reason behind it, it just seemed somehow obvious.


#959

2byts vbmenu_register(“postmenu_1647503”, true);
Can you post a picture of yourt igs and what do you guys do about shoulder and elbow shaping?


#960

This thead is great, i’ve spent the last 3 days reading the whole damn thing

mumble mumble 64k link mumble

It also seems like the place to post links to current projects for critiques on the form and layout of our geometry, so heres my thread:

http://www.cgtalk.com/showthread.php?p=1650571#post1650571

I’m thinking of rebuilding the hands from scratch, the ones I’m using I made a while ago, without thinking of the polygon flow. I’m also a little concerned about the arse, it’s just not sitting right for me (if you’ll pardon the pun)