Body topology


#1801

Hi DivineRain, thanks for the comments.

Sorry, but i posted some pictures and I already did the changes.

Ok, about the eyes, she is looking to the sky, hehehe.

Thanks again dude.

Ok, more some pictures, I waiting for crits and comments


#1802

nah… even if she were looking up at the sky the highest point of an eyelid wouldn’t be there.
It would be closer to the pupil, maybe right above it.


#1803

you pulled out the back of the head when you made some changes?


#1804

Hmmm :hmm: Yes, but this is just a detail that can be corrected after facial rig, or when I put her on the final pose, no?

Thanks


#1805

Daniel Whitton, the tricky thing about the shoulder is that spot right there, that you’re asking about. IMO it’s the hardest spot on the whole body to work with. :slight_smile: On the one hand, you need that S-shaped fold (it’s S or wave-shaped when you look from the top) there when the arm is up, on the other hand you need that area to become quite smooth when the arm is down.
But that’s not the end of it. You also need to get the clavicle to look like it disappears under the deltoid, not taking a left turn and flowing into that S-shaped wrinkle. ARG! :slight_smile: I’m still not quite happy with my own solution here, I’ll keep working on it. Yours is looking pretty good, but you have to test it in deformation, that is, move the arm down and see what happens.
The back view is easier… just maybe try to follow the shape of the upper part of the shoulderblade a bit more, check reference of some relatively skinny person in slanting light…

alancamara, I think DivineRAiN is on the money about the eyes. Otherwise, very nice head model.


#1806

After reading through this post, does it really matter if you make 5 or 3 sided polygons? I have been modeling my stylized character for a while using the smooth proxy method. I started with nurbs surfaces and after trying to deform those with wraps I realized that method was too slow and I converted it to polygons. Then I added detail and saw I needed to make 3 or 5 sided polys here and there.

When I smooth using the exponential method it makes 4 sided polys every time. So why would I even care if I have 5 sided or T intersections? I have been told that exponential smoothing creates texture map problems where linear is more predictable.

Coming from Lightwave I have expereince maintaining 4 sided polys as it does not allow more than 4 on smoothed surfaces. My thought was “if maya allows smoothing across 5 sided faces then why not use them? If it was not acceptable then why does maya allow this?”

Does anyone follow what I am saying?

I would like comments before I rework my meshes.

Thanks,
Steve


#1807

When I smooth using the exponential method it makes 4 sided polys every time

Precisely my point. I’ve been talking a lot about it in this thread, especially the first 10 or 20 pages (I forget :slight_smile: ). 3 and 5 sided is perfectly ok. What is more important is the relative distance between edges. They have to be evenly spaced, and as few as possible, in areas that have to be smooth. Therefore, since 3 and 5 sides mixed in with quads mean the edges aren’t completely evenly spaced, you try to keep them away from those areas. Like for instance, breast, butt, middle of a bulging muscle, etc.
Texture stretching, I’ve never found that to be a problem in my work with Smooth Proxy.


#1808

You may find the test and images here usefull or even enlightening.

http://www.suchyworks.com/quadrangles.html

there is a page devoted to this issue.


#1809

Yes, thanks Rich, I couldn’t find that link :slight_smile:


#1810

Last when i checked this thread it was on p.74 and it has grown p.m.

well… im only able to make some psycho bisexuals with wierd eyes, thats what I get when I only model furniture for the past years. this is my second attempt to model a face.

hows the topo? not welded yet


#1811

While I built a hand recently I started playing around with various sided polygons. While I was doing this I was constantly checking my smoothproxy to make sure I was getting the polyflow I wanted post-smooth. Even though my base geometry was a little funky, I was getting polyflow I wanted after the smooth rather than before it. I’ve included an example of what I’m talking about with the webbing for the fingers. I was able to get the geometry and polyflow I wanted by forecasting which edge the 5 sided polygons would solve to. I’ve color coded the edges that I wanted from the smooth. After the smooth the red edge curved back around to give the subtle definition of fat and muscle on the underside of the finger. The blue edge solves upward after the smooth and simulates the spreading out of the tension of the finger webbing. The yellow wasn’t created till after the smooth. It defines the bottom of the webbing.

and textured

I was feeling all clever about this till I read Rich’s paper. Now I’m not sure that I really came up with anything that special. Anyway, please give me some feedback on this theory.

Thanks.


#1812

Nice use anyway requiem!

No problem, Steven.


#1813

Yes, very clever! This is the kind of thing I try to do too, though this particular item I hadn’t tried yet.


#1814

Thank you Rich and Steven for the replies to my question about 5 or 3 sided polys.

I completely read the pages from your site Rich and it was very helpful information.

I will get some wires posted today as I am looking for comments on cloth modeling flow.

Thanks again,
Steve


#1815

Your welcome. Its good to hear.

Have you tried deforming that area of the hand at all. It might be worth testing it with a quick hand rig (just the area you want to test with a smooth bind and some weights) to see if it works as you would want it to. OR… you could deform it by hand to see how well it hold up with the thumb in a diferent position.

I’d be interested to see the results :slight_smile:


#1816

That was the question asked before, and the one you guys answered promptly. I should have posted my thank you before requiem. I didn’t mean to confuse myself with him.

Nice work on the hand requiem. That technique is exactly what I was referring to about T intersections.

Thanks all and sorry to be confusing.

Steve


#1817

Hi Thought I’d post this up for some general crit etc.

Steven: This time I’ve removed the extra loop from around the lips (my username has changed since previous post) http://forums.cgsociety.org/showthread.php?t=108412&page=114&pp=15

Its alot neater and I’ll probably have less hassles with that area once I come to do the targets etc, so many thanks for the advice.

Cheers
Jay


#1818

Thanks everyone for the positive feedback.

Rich: The hand is being skinned right now. I’ll post some deformation images as soon as it’s done.


#1819

Hi Steven

Thanks for your help on the neck and deltoid. I am working on the knee and lower leg and am getting confused with the postion of the knee with the foot being open. The Reference I am using is akward because she is slightly off balance(from 3D.SK). So the rotation of the ankle and knee are looking strange to me. I tried to compare with a few anatomy books but they show with the feet together. Maybe you can take a look or through up a screen shot.Thanks Dan.


#1820

Hey Everyone

heres an update on my character, just finished the ear a little while ago. All quads!!
Kind regards
Jay