Body topology


#1781


@requiem, yup, solid crits. i took another run at her ears. they’re bigger now, and less flat, but i think she looks like a wingnut! as for her arms, you’re absolutely right about the poly flow. prior to this girl i used to define the standard muscles and masses with correct polyflow, but, having bent my wifes arm backward and forward vs deforming an elbow on a mesh, i’ve found that there’s nothing to be gained in the long run with a non muscular woman to modeling the masses. so i made a point this time of not doing it. i figured that i would be okay AS LONG as i did a good job sculpting, which i didn’t. too late to go back an spin edges now as i’m all texture mapped, so i had another run at sculpting. hope it’s better. just to clarify, i always flow if there’s appreciable mass, i’m just starting to question the axiomatic wisdom if there’s nothing to define (say on a soft woman) and it doesn’t help deformation. anyway thanks for the help. hope you see an improvement.


#1782

Cleveland, that’s a pretty nice shader and your recent update looks better as far as the arms go. You did do a great job on the back, and I like how you modeled her nose. Was going to mention something about your profile face pic in my above post, but I backspaced it out. What I’m looking for might show up if your model was turned a bit more, but I don’t know. She has a sunk in, a bit bony look to her face at this angle. The cheekbones look good, but the skin under the cheekbones is pulled in too much I think. And I might be wrong, but shouldn’t there be a slight bump or bulge of the skin across from the mouth area? It shows up on ppl in profile, but I don’t know if it depends on the exact position of the head. And it seems the outer edge of the lower eyelid could be pulled up more so the eyelid isn’t showing so much. The thickness of the outer corner of the bottom eyelid looks perfect, it might look better if the rest of the lid matched it more.


#1783

@RAiN, you are right on all counts. i’ll take a look at this again after christmas, but it’s kinda like painting the golden gate bridge. by the time i’m done sorting out one problem another one crops up/i’ve created another one. i’ve been struggling a lot with that particular area under cheek and the mouth-bulge, but you’ve given me the impetus to give it another go. it’s always a question of not making things worse though. thanks a lot. sorry i haven’t checked out your model yet. i should get to it this weekend, see if there’s any way i can help.

cleveland.


#1784

I did an overpaint, hope you don’t mind? The body is great, just a bit too defined line at the abdomen, maybe.
The face: eyebrows are too small, too ‘regular’ and sharp and simplified, see the retouch I did on her left one. Darker in the middle, more of a smooth transition to the skin, more chaotic hairs. Similar with the lashes, they should be thinner/smaller on the inside. The iris should have a darker edge. I also tweaked the nostril and mouth a tiny bit. The inside edge of the lips are too smooth and perfect. The edge where the lips join the face is a bit too sharp, especially at the corners. I painted the corners to illustrate what I think what DivineRain was talking about.


#1785

steven, thanks a lot for the advice. i certainly don’t mind the overpaint, it helps a lot. i struggle with eyebrows so i guess i’ll just struggle some more, but those are solid pointers. the eyelashes are fairly easy to take care of, but they are modeled, do you model yours? and lips and nose area will take a fair amount of work. thanks a lot for your help.

i’ll repost when i’ve taken care of this.

cleveland


#1786

Lastnight I grabbed 3 pics that shows what I meant about there being a slight bulge between the cheekbones n chin that appears on a lot of faces in this view… if u were to draw the outer contour of any of these faces, you would include the bulge. On Alicia’s face I think it’s a mild shape, but it’s there. On Lucy’s face it’s more apparent I think.
And maybe this will give some ideas for tweaking to get a smoother contour of the face in 3/4 view.


#1787

@Requiem, have taken a hard look at your headmesh and for me i can see very little wrong. i love the way that she looks like a real person, and i i think that has a lot to do with your realistic handling of the cheeks and jaw line. if i have any crits at all it is to do with mesh density. i think that maybe you have too much around the eyes and across the nose bridge down to the jawline (parallel to the nasolabial fold). maybe you could lose a couple of edgeloops there with shallow angles. i think this would also help to even the density of the mesh. make it more regular… still i think she is fantastic and i ca not wit to see her with some texture.

@DivineRAiN, seems like you are off to a great start with your mesh. there are just a couple of issues with proportion still in what you have so far. judging from what you have so far i would say that the head is too small and too narrow across the upper skull (between the brow and top of skull). you are going to have to work on bringing out the muscles in her neck especially the sternocorticmastoid or whatever itès called. i guess the topology of her breasts will serve you well, but theyre a little flat at the bottom. the ribcage slopes out to give even the flattest chest a little more down there. i think maybe yours looks a little flattened. on my girl you are totally right. thanks for the attachment, they show exactly what you mean and have made me go to reference sources. to draw th face in 2 dimensions i know exactly how to place that bulge, but i couldnèt figure out where it was in 3d until now. i have checked on everyone i come across and iève figured out that that bulge is actually a lot further back towards the ear and lower between the cheek and the jawline than i had originally being trying to model. hopefully my next update should smooth that area out. thanks for pushing me. between you, requiem and steven i think i will be done with the geometry soon.

cleveland


#1788

Any moderator please delete this post, it contained stuff not about the human body.



#1789

Is this in the right thread?

This is ‘Body Topology’ thread as in ‘Humanoid’ my friend. I would suggest moving to a WiP thread perhaps? See what the mods think

_J


#1790

Oh, I thought it was body in the mathematical sense… k then, off this goes to the wip section then.


#1791

Good day grand master Stahlberg and fellow students :stuck_out_tongue:

I’ve been modeling a horse for my cg feature grin Anyway, I’m still fixing some topology mistakes, I know the model is overall too skinny/muscled, I’m currently in the process of tweaking that… cnc are however very welcome, first time I modeled a horse so there might some things I’m missing… the thing’s supposed to have 4 legs right?

http://forums.cgsociety.org/attachment.php?attachmentid=86989

WIP thread is signed below if anyone cares to see the wires…

Thanks in advance…

Edit Steven, is it ok to put a quadruped in this Body topology thread?


#1792

Looks great for the most part - there are some areas though… I think the fold from the armpit (don’t know horse-terms so I just use human equivalent) up to the nape of the neck is too deep and defined, especially the upper half…
And the back legs look strange, those grooves are flowing along the legs too much, if you know what I mean. It makes them look a little ‘extruded’. Where the kneejoint should be, there’s a dent…
But the front legs are great, and most of the rest too. I don’t think it’s too muscled, it depends on the horse. A race horse might look like this. A plain farm animal might not… before you do any big changes to the mesh try it out with a shader that is as close to final as you can get. In other words, at this stage I’d leave the modeling for a while and jump to the shading and lighting, simply to be able better to compare it to whatever reference photos I’d have for this.


#1793

Cleveland- I understand what you mean about polyflow and non-muscular arms, but I still think its fairly important. It adds a level of subtlety to them. Nevertheless, your arms are really looking great now. I don’t have any more crits outside of what’s already been said. I can only hope my next body looks that good.
You hit on a big issue with the edge density around the face. I got all the way to working on the facial blends with this model and kept needing more geometry to get the proper deformations. I ended up cutting in all those extra faces for better blends. I think I need to refine my technique. As for being textured, she already is but I’m really not happy with how it turned out. Too ashamed to post that I’m afraid. Thanks again for the crits.

Derbyqsalano- That’s a beautiful model. I referenced the anatomy and it seems you know your horses. Just a few areas might benefit from some more work. You could define the area around the rib cage by adding in the muscles that go over the ribs (I believe that’s actually the technical term) Horse’s necks are usually a lot thicker at the base then taper as they get closer to the head. There needs to be a larger bump above the shoulerblades near the base of the neck in profile. I hope that helps, and good luck on your film.


#1794

Thanks for the comments guys, helps a lot, if I had only brought my mesh to work, I’m sitting here waiting for something to do…

I do agree on both, the rear legs definitely need remodeling, was in a not so modelish day when I did them…

I intended to model the detail on the ribs, but that needed tons of edgeloops on an allready overloaded topology, so I decided to do these in displacement instead… I will pay some attention to the neck and the shoulder blades also, you do have a point there.


#1795

well all, tried to take care of everything. think i got most of it. the nostrils beat me though. the eyelids need to deform to track the eyes but i plan on taking care of that with the rig. thanks a lot. ps, ignore the hair!

Cleveland.


#1796

I posted a few days ago and linked some images to my website. I just found out that it requires a password so I will reposted with attached images. Right now I am working on the shoulder and am following stevens screen shot. I am a little confused on how the deltoid is supposed to flow into the neck and upper arm and back. Thanks Dan.


#1797

First off, you guys are doing a terrific job with this Thread. Bravo. Bravo. :slight_smile:

question for all you great head modelers… how do you prefer to model the head (lay down the polys) … using edge extrusion/poly by poly? or starting with a box? …

for those who start with a box, can you recommend any tutorials you used to help you learn it?

I’ve had such a rough time wrapping my head (no pun intended) around this box-modeling of a head…

any help any of you can give me, I’d highly appreciate it. Thanks :slight_smile:


#1798

phantomworkshop

Myself I prefer box modelling. I usually convert to a subd or smooth mesh about half way to start getting a better idea of form etc. I like the extrude poly edges way too but it a fairly slow approach in my opinion, but needless to say its what you are comfy working with and how at the end of the day.

As for tutes on head modelling, well heres a shameless plug for you, I recently finished one for a site called simplymaya.com. Its of an army G.I character/caricature, it covers pretty much the process of character modelling a head right thru to the boots on his feet all starting with a poly cube or plane. But id you look around the web (google) you should find loads.

Cheers
_J


#1799

Hi guys, hi mr. Stahlberg,

I made this model and I pretend to do photo-realistic, but I not yet work with the textures, I just put the color map and the bump map. Ok, I would like of the opinion about this model,(anatomy, proportions…).

Head

body


#1800

Cleveland, nice improvements so far, she’s looking better.

denverbz, nice work so far… great job on the textures I think. When I look at the side view, to me the head doesn’t match the face… it seems too small, her head looks a bit squashed.
You could pull out the back of her head. And to me the neck doesn’t fit the face either… it looks too thin. The flow of the upper eyelid looks off to me also. It peeks upward too close to the outter corner… altho there are many shapes to eyes, it doesn’t look natural to have the peek placed there. The highest point of the eyelid should be beteen the mid point of the eye n inner corner… or rather between the pupil n inner corner. I was going to suggest pulling up the nose/mouth/chin to shorten things up but I quickly changed my mind. I think the form of her face now is really great and I like the long nose.