Amy, topology’s looking good on your latest post. You might be able to get back to the unsmoothed version if your construction history was on. In the Channel box, under inputs,
change Divisions to 0. Not a Maya expert, so somebody else can correct me if I’m wrong here.
Has anyone else noticed that this thread has reached 100 pages and still going strong?
Body topology
Thanks for the comments, Allenatl - unfortunately I was super-noob-like and actually deleted the construction history at some point.
I know not to do it again…
Here she is without the wires.
hei steven
can you help me for this image I donot have the side view but i test for this image
can you tell me what is the problom in this image
thank you for help us

and i work for this eye same gnomon lerning but i do not corect this wire true or false
tell me steven this wire true 100% or false 100% or what…?
thank you

That’s a wireframe of an all-quad poly model converted to subD. The eye is a NURBS sphere.
Edit: oh, do you mean anatomical accuracy? Look in the mirror 
The eye looks pretty okay to me, but it’s hard to tell from this angle. The thickness of the lids is good, the angle of the edge of the lids is good…
With the first image, it’s the horisontal cross-sections that are the problem. This is the case 99 times of 100 in everybody’s models. There’s a sharp fold along the cheek for instance, that is completely unrealistic. The skull looks too boxy, there are other problems…
Try to find a reference of the face from almost straight up or straight down, and use that. - straight up or straight down, in your case of an asian girl, would help you a lot here. A profile shot of any asian girl would help too, but not as much perhaps, it depends how good you are at reading the reference.
Also beware that you’re modeling in a Front view, from a photo that has obvious perspective distortion on it. Her ears are hidden behind the cheekbones, and the cheekbones are smaller than they would be in an orthtogonal view. Try that in a perspective window instead, maybe with an AOV around 20.
And next time you can reduce the size of your jpegs a little, it makes them easier to view on different screens. 
Hey everyone. Please let me know what you think about this arm. I spent a bit of time trying to get the polyflow and anatomy right and would appreciate critiques. One area that gave me trouble was the underside of the arm at the elbow. I tried to keep it quads for the most part, but used tris when they seemed like a better option.
Thanks.


requiem, the front view muscles look very good. On the back arm muscles, in the second wireframe, the tricep muscle looks like it’s too high up. To me, it looks like the lower middle part of the tricep needs to move down, away from the shoulder.
i modeled the side view but the immage isnt that acurate still it helps a bit so could you send me your remarks on the side view …second of all i drawed the wiframe for the picture and i kina figured out from you site is it correct or not by the way should i start modeling the wireframe … thanks you


Steven, are you using a bump or displacement map on these images? There’s seems to be all kinds of subtle detail that doesn’t have topology on your wire. 
I was thinking… It should be possible to create a displacement map for the ribs and drive it with a ramp based on the rotation of the spine… that way the more extream the bend the opposing side of the bend would show more bone and muscle detail than the other…
might ven be possible to layer 2 displacment maps one foe skin gathering, and the other for bone and muscle exposure. all driven by an expression ramp.
A few questions :
if you’re building a body to go with an existing head, is there an easy way to make sure you have the right number of vertices around the neck edge for attaching? [thinks probably not, but just in case…]
if you’re building a character who will have polygonal clothes, do you build a naked person then dress them, or do it all in one piece?
Stahlberg, I was looking at your lovely (and super fast!) model on Rebecca’s life drawing thread. When you’re working from a photo like this, do you build a model and then pose it, or build it in the pose?
Thanks in advance for any answers.
Hi, Stahlberg!
I’m one of the WIP members showing on-going figure modeling step, and wish to hear your crit to study & improve my figure’s quality more & more. What skin shader I’m using is based on your idea (not SSS) and it’s quite great!
I’m not in educated in the art field but in Info. Sci. field. So, my dessin skill is not sufficient for the artistic dessin, however I’m trying to do my best to perceive the “mass” & “structure” of my figure. If possible, C&C please. 
BODY TOPOLOGY:
[img]http://www.asahi-net.or.jp/WIP/test-160.jpg[/img]
are you using a bump or displacement map on these images?
A bump map (only visible in the rendered version at the top).
It should be possible to create a displacement map for the ribs and drive it with a ramp based on the rotation of the spine…
Yes, it should definitely be possible, and cool… and some day I’ll try it too. 
if you’re building a body to go with an existing head, is there an easy way to make sure you have the right number of vertices around the neck edge for attaching?
Nah, I just merge, add, delete, or move verts as needed, when I’m done with the modeling, just before attaching. It’s quick and easy if the mesh isn’t too high-res, like the one in my last post.
if you’re building a character who will have polygonal clothes, do you build a naked person then dress them, or do it all in one piece?
If the clothes are to be loose and flappy items you should use a naked body for a Cloth or Syflex simulation (but lower res version, like the Proxy of my character). If the clothes are to be tighter, I model them - but again the body is a help, I use it as a starting point for modeling. But it wouldn’t be in one piece, shirts, pants etc would be separate…
Stahlberg, I was looking at your lovely (and super fast!) model on Rebecca’s life drawing thread. When you’re working from a photo like this, do you build a model and then pose it, or build it in the pose?
Thanks! I used an existing model and posed it. Then I did some minor tweaks on a Blendshape.
renpoo: the body and face are overall very good. The ribcage looks a bit broad in the front view, and the feet need more work I think… find some more close-up references (good references are always the most important step to good modeling). The back of the calfs seem to jut out too much, and the buttcheeks should be rounder and smoother. Otherwise, great. Skin texturing detail is amazing!
The thumb seems too large for those fingers, and the fingers seem a little too large for the rest of the hand… trace the outline of a female friend’s hand and scan it, use it as a modeling guide.
(And please next time not so many or so large images, some people may have problems opening the page) 
[QUOTEcould you send me your remarks on the side view][/QUOTE]
Okay, here it is. I still recommend you to find reference of another Asian profile, if you can’t find the same persons. It would have helped you a lot here.
Thanks for your critique.
Firstly, I’m sorry & replaced the big size images.
Each of these comments depends on certain fact for my figure now, and also I can feel some differences between the ordinary famale body architype and my intension. I was a member of 3d.sk, so I think that I can catch what you mean (e.g.) for female hand. But tried to look at the various people’s hand (in real & on the artistic photos), I came to realize the exagerated hand of pianist is greatly beautiful. I’m not planning to exagerate my figure’s hand to such level, but it’s interesting.
Anyway, this is very good for me to recognize the another point of view. Thank you Mr. Stahlberg. I may come back the next time.










