Working on adding back muscle detail to an old box-modeled figure. Used a couple of anatomy books for reference. Welcome any critiques.


Working on adding back muscle detail to an old box-modeled figure. Used a couple of anatomy books for reference. Welcome any critiques.


[b]allenatl:
[/b]I think your overall topology is good, but I think you need to soften the muscles out some. Particuliarly in the upperback and shoulder region. They seem extrememly hard, although it could some what be the lighting. Don’t have my anatomy books handy or I would point out some specific muscles. Becareful with some antomy books because the will over shawdow parts to better show off the muscle. Example being the dynamic antatomy books.
looking good though, keep up the good work.
butCherHeLL, I’m not sure what is going on there… I think what you did was either create the original geometry as a very simple polygonal mesh, maybe a little too simple, then converted to SubD and add too many layers of hierarchy, resulting in an overly smoothed yet heavy geometry … or you started with a SubD cube and went from there. Either way I don’t think you should continue with this geometry, but start from fresh. And try polygons next time, they’re faster and have better modeling and UV tools and less bugs. And… you should start with something simpler than the human body, because that’s REALLY the very hardest thing you could possibly pick to try.
Or if you really want to do a body now, check out Arild Wiro’s tutorial.
Thanks, Nix21. I started out trying to add the muscle detail similar to the anatomy books, showing the muscles that aren’t normally visible on the outside. Then somewhere along the way, I got stuck in this in-between place. I may try doing two versions, this rocky-road version, and a softened version.
I can model many stuffs easie. but hardes is a human.
also I am reading many many topology and muscle stuffs. also researching more than 1 year.
but still it is hard for me. also I don’t want to build up toonish stuffs.
to do a realistic human is really hard.
not impossible.
but hard.
sometimes I am thinking about why I love hardests :).
may be I need more practising.
the previous my post to this thread was modeled is 30-40 minute.so I didnt waste soo much.
just practising.
and another question…
id subD is not good for human modeling. why many of comments talks about advantages of subDs ? and why XSI experimenting on SUBDs ?
But you’re not using XSI, are you? I assumed you were using Maya, since you’re in this part of the forum…
Okay, so each software implements SubD’s a little differently. Maya’s implementation looked promising back in version 3 when they first came out… promising, because I was expecting them to improve. But since then they’ve hardly changed at all. Polygons have more and better tools for modeling, for UV’s, for skinning/weightpainting whatever… SubD’s in Maya are VERY VERY slow compared to polys, and have weird bugs that hit you unexpectedly every now and then. Everything you can do with a SubD, you can do with a polygonal mesh - except being able to keep history with the hierarchy, but this feature is the slowest and buggiest part of SubD’s so you better stay away from that.
But you’re not using XSI, are you? I assumed you were using Maya, since you’re in this part of the forum…
Speaking of which… I’ve never understood why this thread is under Maya. Is Maya the only application capable of topology? 
The original discussion was about topology with Maya’s SubD’s specifically. Also the Maya forum gets a lot more traffic than the Modeling forum, and this thread is well known, so it should probably stay where it is.
Yeah… all I really know is Maya, I didn’t feel confident to put this in the generic modeling forum to answer all the questions of how to do this in XSI/Max/LW/C4D/Hash/Blender/whatever…
Others will surely always help you out in app specific issues - so I vote for moving the topic.
Here is my try.
Let me know what do you think. Thanks.

(note: “side view” near the face close-up dosnt have perspective. Ortho camera)
Hi guys, my name is Niko 
I’m a student and this is my first head modeling (using nurbs) and my only guide is modeling a human head (maya 5 techniques) by alias wavefront tutorial.
I just want to know, do my edgeloops good for animating facial expressions?
Some said that I have to have an edgeloop starting from the upper nose to the front cheek to the lower chin (above the neck) back to the upper nose.
But I created these loops based on exactly like the tutorial n I do believe that they gonna work just fine hehehe. :buttrock:
Are they any tips in animating facial expressions using these kind of edgeloops? Or it is harder 4 a new guy like me using these kind of loops n I should create another face using the other loops???
Plz help me guyz, and THANKS A LOT !!! ![]()
nb: how do I post my edgeloops picture??? This is my first post 
Hi guys, my name is Niko 
I’m a student and this is my first head modeling (using nurbs) and my only guide is modeling a human head (maya 5 techniques) by alias wavefront tutorial.
I just want to know, do my edgeloops good for animating facial expressions?
Some said that I have to have an edgeloop starting from the upper nose to the front cheek to the lower chin (above the neck) back to the upper nose.
But I created these loops based on exactly like the tutorial n I do believe that they gonna work just fine hehehe. :buttrock:
Are they any tips in animating facial expressions using these kind of edgeloops? Or it is harder 4 a new guy like me using these kind of loops n I should create another face using the other loops???
Plz help me guyz, and THANKS A LOT !!! ![]()
Darth NeoNiko: You are off to a very good start and these basic loops will do rather well, especially for just starting out and exploring facial expressions. Everything you’ve heard about the loop that goes from the chin to above the nostril is correct. Look at the wires of very good artists and you’ll see they all use this.
But you will be much better off using SubD’s (smoothed polys) for heads. Long story short, you can do more much faster and more easily using SubD’s.
hi!
i need some advices on the loops of my model.
This character is for animation.
I’m not sure about the topology of his chin/neck region (the big diamond!).
and the nose/mouth area.
can u help me plizzz!
thx a lot .
Or it is harder 4 a new guy like me using these kind of loops n I should create another face using the other loops???
My opinion, yes, you should.
It will be better for you in the long run.
The problems with the topology of your face:
First, the flow of edges doesn’t quite match up with where the wrinkles should go. For instance, the nasolabial fold runs from the top of the nostril at an angle down, past the corner of the mouth, about half an inch or a bit more from it, curves around and almost dips to the bottom of the chin but rises again and meets at the labial-mental fold (just under the lower lip). There’s another important fold that forms in smiling, that runs from JUST under the chin up towards the temple. (These topology problems I think apply to you too, Alouette.) 
Then we have the resolution, the amount of edges or isoparms running vertically along the center of the forehead to the nose, and horisontally over the cheeks. This could be reduced, and some other areas could be increased a little (for instance, not enough edges horisontally across the forehead).
I would seriously recommend you to start over with polygons instead (whether or not you use SubDivided surfaces after that, is up to you, personally I prefer plain polygons). It gives you so much more freedom, ease and speed, to create a better topology.
Alouette, you’re right that diamond will probably cause problems in animation… but you shouldn’t have to keep everything all-quads, split that diamond into 2 triangles is my recommendation.
Female wires. Topology in stomach area may look a little weird because I removed
some clothes wrinkles by merging polygons there.


Great model allenalt!
Thanx u Stahlberg for yor useful advices.
I've done severals changes on my model and now I more confortable with it.
Here is the start of the body.
everybody is welcome to add comments on the topology (or anything else..)
In fact, I've got just a little question about creating hair.
What is the best way to model hair; fur, polygon, hair or shave..
I would like have the same result than [i]the incredibles .
[/i]thanx[i]

[/i][i]
[img]http://img74.imageshack.us/img74/6200/snap10yh.jpg[/img]
[/i][img]http://img74.imageshack.us/img74/2558/snap31lj.jpg[/img]
[[img]http://img74.imageshack.us/img74/8144/snap52le.jpg[/img]](http://www.imageshack.us)