Body topology


#1561

About the elbow, that is something that I have noticed as well. But I modelled (tried to model at least) so that the elbow is more like it is on the man, not pointing upwards. So that it would bend properly/more smoothly. And also so that the arm would bend forwards and not upwards. I try to think of what the movements are when I model, so that that it will look as good as possible when positioned in a different pose or animated. Well that is the idea anyway, my success in modelling is another story…:smiley:

Kryoboy, your female model has turned out really well! Only one thing I noticed on the back in your model , that it is almost concave, thin, not much room for the ribcage. But otherwise, great job!


#1562

wow, nice

I’ll go and fix up my model with yours as a reference!

BTW, does this thread also provide assistance on facial topology?


#1563

I have just found a few posts regarding to facial topologies…so i presume the answer to my question is “yes”

So, here goes my low-res unsmoothed wire (i still don’t know how to get smooth low res wires)

If you would like to see my reference image…ask and i’ll downsize it then post it up here…
Any help will be greatly appreciated.

(Mr.Stahlberg, i found the tutorial in your book, D’artiste, a little hard to follow, so i did it the old fashion extrude edge poly modelling…)


#1564

thanks madart for pointing that out, i will do my best to make some minor correction in the back to provide for more space for the ribcage.

I have been working on another new head, that should and hope to retain the same quality of work.

I hope to make time to work on hands and lower legs/feet more in the process.

So, here goes my low-res unsmoothed wire (i still don’t know how to get smooth low res wires)

I believe what you are refering to is Sub-D’s Wire.

As for your head, the proportions are very inaccurate…

Use your refrences more critically!

dont be discuraged! the chin is to small, the forhead is to big, the eyes are to big, the nose is to thin. Here are a few recourses i want you to read and view, that will help you with the modeling of your head.

first… a fairly decent explination of loop regions.
http://www.bunk.cistron.nl/plaatjes/poly_regions.jpg

The divine proportion. - the devine proportion is visiable in 99.9% of nature. and is really just nice to know. I you read more about it you will see how it can help you sculpt the fingers on your hands, Da’Vinci’s work is a perfect example.
http://www.cojoweb.com/phi.html

and here is a paint over i did to help me keep track of facial proporitons, I refer to when i question something and want to be sure of. I hope it helps and isnt toooo confusing. this is drafted from rhinoplasty.

secound… do a search on rhinoplasty


#1565

Very cool topic! I was working in my female model lately and I thought that maybe it’s a good idea to share it with you guys. I’m going to use her as base for another female models and I’m working on it in my spare time, trying to find a good flow for deformations since I want to animate her and use my facial rig to create the facial expressions, lip-sync etc. That’s a loooooong project for sure and I’m still tweaking the mesh until find the right proportions for my ideal female model. The shader is the fast skin shader for Maya/Mental ray with default parameters. The texture is just a quick and dirty painting in ZBrush, just to check the eyebrows, mouth and nipples position so don’t pay to much attention on it :slight_smile:

The model was made using 100% quads and have about 17,000 polygons and still need some cleanup:

  • 6,436 polys in the body;
  • 7,334 polys for the hands - that’s right, more polys than the entire body but I hope I can cleanup it a little bit;
  • 3,580 for the feet.

For more images and renders you can visit: http://www.antropus.com/gallery/thumbnails.php?album=49

Cya,
Kris


#1566

This actually encourages me more then disencourage! I’ll be pretty worried if someone says “nope, it looks fine to me”. Making errors means that there are rooms for me to improve. I had taken my reference to my art teachers, and i think the main problem is that even though the image seems OK in the orthogonal views, i don’t follow my references well enough. I’ll make some corrections and post them ASAP. Thanks very much kryoboy!!


#1567

Hi, Antropus, great work! Excellent topology, superclean and efficient! :slight_smile: Her proportions are perfect, except maybe the ribcage and pelvis are a bit too wide? The head is wonderful.


#1568

Hey Steven. Thanks! Yeah, she is a little “wide”. I think it’s because my Brazilian background. I like this area a little bit over the regular proportions…you know, big butt :smiley:
I’ll keep working on it and posting the progress.

Thanks again and keep up the great and super informative work Steven :thumbsup:

Kris


#1569

I have gone into Maya PLE and made some alterations…but i think this is what i’ll do first.
Here is a paint-over of my old wire, and i’m just wondering to what extent will this modification rectifymy original model.


Widening chin, mouth, nose. Moving eyes and forehead down and shrinking the former…
EDIT: Maybe i should size it down vertically…it seems a bit elongated

Thanks in advance!


#1570

Some changes according to Mr. S’s advice and studying Antropus and Kyroboy’s body…

Looking better…?


#1571

Antropus, your face is fantastic!

Here is my critique, other than that brilliant work.


#1572

CosmoHorizon, here’s a paintover on your paintover, to show what I mean. :slight_smile: Yes, your blue lines are ok, but I think you also need to add the changes in red. The green shows some topology changes I think will be beneficial.

Here the green indicates the skeleton. In fact it would probably help to find one of the free skeletons available online, and put it inside your model.
I’ve shown the navel moving up, but perhaps it would be better if everything else - the hips, the crotch etc - moved down. So as not to crowd the ribcage.


#1573

So basically my pelvis region is too low…and my face is just “out of there”

I think my 2d art skill need some serious re-working, because i thought i did an OK job with the model :sad:

Update in 2 hours or so!


#1574

Oh man, I thought only my wife think this way… now I’m red :smiley:

Man, thanks a lot for your comment and paint over. You’re totally right! I’ll gonna fix it and also reduce the rib cage as Steven pointed. I also have to check the clavicule position in her back.

Thanks again man!
Kris


#1575

Man, thanks a lot for your comment and paint over. You’re totally right!

np, keep me posted on the updates. I visit here multiple times a day, so ill be watching.

I will also continue to post my updates here, and wouldnt mind your eyes here myself.
As your work shows you have quite a grasp on the volumes of the human head, and that is the weakness that will break my quality of work everytime… and its exactly what im working on as i reply.

Keep up the work man :thumbsup:


#1576

i grit my teeth showing you this so early but i need to just put up with it because you may catch things that could be corrected before it becomes more difficult to do so.

this is very unfinnished, and i also did a slight coloration and added eyelash and brow to one of them… im sketchy about my side profile atm… my nose isnt right yet in side profile.:smiley:


#1577

this threads really cool.
Anrtopus, i love your work! really great stuff, look foward to seeing more of your WIP here!
this is a female character i am doing, called sophia, i have already begun texturing, but if there any pointers on the modelling and topology, im still up for crits. i used your method Stalhberg, in d’artiste book, found it really great. im using reference from a model photo i took. let me know what you think.
kryoboy, the head looks like its going great!

](http://imageshack.us)[/IMG]

](http://imageshack.us)[/IMG]


#1578

Last night the forum was down for maintenance…so i didn’t get a chance to post it until now…
Here is the update version of the face mesh
EDIT Old and hidious image removed

As you can see…i refined the mesh a little bit, but i can easily fix it if something is wrong…edge loops around the lips and nose arn’t hard to get rid of.

So, is it “getting there” or is it “totally wrong” ?
Thanks for the help people, you guys are the kindes souls in the world for devoting your time in assisting others…cheers!


#1579

CosmoHorizon-are you using any reference?? anatomically speaking, there are alot of issues. try getting some photo reference to model off, this sight here 3D.sk has some really good photos, and if you dont want to pay, theres a free section. but i think for the face modeller, a great understanding of anatomy should be used, and understood before taking the bold leap into no reference at all. topology looks ok, perhaps a little too tight around the lips though. but keep it up, practice makes perfect! and this is a really amazing forum to keep up on!


#1580

I should apologise for using in-accurate reference materials, because when i drew them, they look OK on pen and paper, and nobody around me seems to pick up many mistakes, however, i think that is not the case…

I think i’ll halt my face model for now, and go back to my reference image and fix them so that they are accurate for using…maybe i’ll try to get my school subscribe to 3d.sk or going to some of my friends and ask for a photographic reference.

Sigh, i was afraid i’m gonna get stuck here, it happened to be before…
(BTW, thanks for the compliment on the topology, i followed some other earlier posts quite methodically, and i was pretty happy with my topology, although my model is not anatomically accurate…)

I’ll be back very soon, with my reference image posted for correction, just to ensure that i work on an accurate reference…
Cheers!

I’ll leave the old mesh here, so i can get blasted more…