Body topology


#1821

Hey guys, I just started to model a human body. It´s a very low res yet and I was wondering if I was heading the right way or if I already messed up (which is very posible :scream: )

Ok, now this would be the “body”:

It would be great to have hint wheter it´s still ok or I should already correct something.


#1822

Hey Jay, the loops on the face and the general shape are looking good. I think you could add some loops in the forehead to asure some nice deformations. Also check the nose holes that seem to be a little big and too edgie IMO. Nice face though. :slight_smile:


#1823

JayEdwards, that does look better than before. But the best way to find out is to look at both wires and smoothed geometry side by side.
Below, my latest character head, WIP, from the side to show you the same angle as your last post. My ear is a bit more dense than yours, I could definitely have managed with less edges there, not that it matters too much.

Daniel Whitton, very nice legs! There’s just a bump on the back view, just above and outside the knee that I’m not sure about. as I mention to Jay above, we can see better what’s what with the final smooth surface next to the low-res wire.

LiquidSnake, it’s a bit early to tell much yet. And I’d also like to see how it smooths. The legs need more horisontal loops, and the back is unevenly split up and needs more in certain areas too, but I’m sure you’re working on this as we speak.

The screengrab I mentioned, with a rendering of the smoothed surface below


#1824

looking good steveo :thumbsup:

I wanna show my new work too!
but want to finnish my textureing.

I can show you the ear… lol, since i already did on another thread explaining a little shading trick. alittle too extreme, but the texture maps where made without picking up a brush. sort of a pre-textureing stage.


#1825

Hey Steven,

I’ll post something a little later as Im working on the body now, very rough right now so once thats got some more form I’ll post that too. Also as far as the ears are concerned Im just a little picky with geometry in that area, I know people overlook the ears a fair bit on alot of characters, but I cant really crit yours, the geometry is doing what it needs to be for the output regardless of the poly count. It real nice. Although I must ask, and Im sure youve answered this before, so kick me if need be, I notice 2x ‘5 siders’ in the lower cheek area, how do you get on with these when it comes down to any form of facial expressions, do you get probs at all? As I tend to, again be picky in these areas especially when forming the loops for such things. Also on your render, what shader are you using or is it just a standard blinn with the good maps on? Its a great render, it has a very subtle haze to it like one of those summer evenings.

LikuidSnake: I think the geometry is throwing you a little in the nostril hole, its the particular nose Ive referenced has a slight groove under the nose tip which I thought would be an interesting feature/nuance? for it. But thanks for noticing it.

Thanks
Jay


#1826

Yeah, I know it´s a bit too early to ask for opinions. Anyway, I´ll show you how it looks smoothed. I´ll be posting updates as soon as I get the time to work on it (I´ll make sure not to be annoying). By the way, I was wondering the same thing that Jay asked about the five sided polys in some spots of the face. I always wondered that when I saw your models.

Ok now, this is how that low res looks smoothed:

Oh by the way, thanks for taking the time to check on this. Hope I get to give something back sometime. :slight_smile:


#1827

This is my current WIP. I spend a lot of time studying the polyflows of fine models like the ones in this thread. Any suggestions at this point?

    [[img]http://members.cox.net/shadowman99/RENDERS/pores.jpg[/img]](http://members.cox.net/shadowman99/RENDERS/pores.jpg)
    [[img]http://members.cox.net/shadowman99/RENDERS/28_body_construction4.jpeg[/img]](http://members.cox.net/shadowman99/RENDERS/28_body_construction4.jpeg)
    [[img]http://members.cox.net/shadowman99/RENDERS/screenshot.jpg[/img]](http://members.cox.net/shadowman99/RENDERS/screenshot.jpg)

#1828

Hey Shadowman

Overall I think the model looks neat. The things for me that really stand out are the texture and the lower sternocleidmastoid where it meets the clavicle ends. Its a little sharp in those areas, so I just take it back a little to soften it and maybe just give it a little more space in the middle.

The texture is a little too red (for me) and its stretched here and there around the lips. They are probably the biggest stand out. Remember that when the uv is unwrapped in 2d space should resemble your 3d objects edge flow as near as possible, the bump is probably a little too high also.

I hope this is okay as you did ask. Great work though as I said, its neat.

Cheers dude
Jay


#1829

Hi Steven.

I am trying to finsih the knee area as well as the upper calf. Looking at my references I see that where the quadriceps femoris and sartorious musclue meet the knee look wrong. To me it’s not wrapping down enough on the inner area of the knee. THe Pateela looks like it needs more work and the Tibial just doesn’t seem right either. Also onto the rear of the leg. Extensor Digitorum should wrap over on the side more and I am having a hard time getting the crease for down on the back of the knee when Biceps fumoris is.
Thanks for all of your help.
Leg

 Dan

#1830

the texture maps where made without picking up a brush. sort of a pre-textureing stage.

Nice ear - I was wondering what you meant by doing the textures without a brush? Are you baking FG or AO shading into textures?

I notice 2x ‘5 siders’ in the lower cheek area, how do you get on with these when it comes down to any form of facial expressions, do you get probs at all?

No, not at all, see this test of a smiling expression, which is one of the strongest deformations to the geometry.

Also on your render, what shader are you using or is it just a standard blinn with the good maps on? Its a great render, it has a very subtle haze to it like one of those summer evenings

Thanks, it’s all the same misss_fast_skin shader, no layered fancy stuff, rendered with an hdri and with reflections switched on.

LikuidSnake, the front looks ok so far, but the back has a bump because of the relative differences in denseness there… but I guess you’re working on that.

shadowman99, I agree with JayEdwards except the bumps are probably not too high, you just need a bit of sss in there, for instance the misss_fast_skin. Otherwise, no suggestions because it’s very good! :slight_smile:

Daniel, you seem to have a damn good handle on the anatomy and on what you want to adress in the future, personally I don’t see some of those problems you mention as big problems, due to how different individuals can look… just keep checking real reference, don’t worry too much about muscle charts the most important thing is the real living person. 3d.sk is the best for this I’ve found. But your model already is so good it’s getting hard to see what more to tweak. :slight_smile:


#1831

Here’s another test, with maximum Gape and Smile simultaneously (which makes her look insane I know) :slight_smile:


#1832

Hi Steven

LOL yeah she looks nuts!! No seriously, it all looks very cool, thanks for sharing.

Kind regards
Jay


#1833

This is huge thread, so I did not read all the posts, but just wanted to say there’s some awesome work to see here and Steven great job!

Ofcourse I also want to share my work:
http://www.elysiun.com/forum/viewtopic.php?t=44647&postdays=0&postorder=asc&start=105

It is slowly progressing, but I’m keeping it up.


#1834

Here’s a couple deformations of the webbing of the fingers I posted earlier. The 5 sided polys didn’t cause too much trouble, but you have to keep an eye on the free verts while skinning.

Though, not my original plan, I’ve started creating a body for the head I’ve been working on. I started a thread on this too http://forums.cgsociety.org/showthread.php?t=310775, so I won’t flood this forum with a bunch of dual posts. Just this one… I could really use some advice on nurbs planes hair or a better low budget option. I should mention that I havn’t got to fixing and detailing the area below the breasts.



#1835

Well, I finally got to put some time into the model. So here´s a little update.

Just in case, I´m going for a “tipical guy” structure, I mean, not looking for big muscles or anything. Just acurate anatomy but not really terminator like. :smiley:

Good work requiem, that model is lookin really good.
Cheers.


#1836

Hellou Stahlberg Hellou people.

This thread is great, hope it never goes down.
Here is my model, I dont use to post here due to my limited knowledge. But wanted to share this with you to help me find anatomy and poly flow mistakes… it is my first body. there are a few 5 and 3 sided polys that cant solve. For this I didnt use any reference (I mean templates etc) so I guess many things are not in proportion, but can be mended after.

ANd another question, anyone who tell me how to make eyebrows and eyelashes?? its only nurbs with a texture? another ways? and related to this, how can you predict the result of your texture in a nurb if its UV is square? thanks, I will post again with some update. hope to find some inspiration!




#1837

Dogway

Absolutley. I think firstly you need reference theres no getting round it. I think if you get reference than you will be able to check your proportions, correct them and then post again to see how you are getting on.

I say this because I feel by not using any refernce at all, it will come across to others that you arent really that bothered about the look of your model and you want the easy way out by asking without finding out properly in the first place. Its essential that you find some.

As for making eyebrows and lashes there are several ways. It looks like you are using Maya, so theres fur, Paintfx and Hair also you could model tapered poly cylinders, as for brows you could do the same along with modeling poly planes with a texture on, there are tutorials available on this site http://forums.cgsociety.org/forumdisplay.php?f=7 just scroll down, you may find what you need:)

Cheers
Jay


#1838

Well here goes an update. I only smoothed the muscles so it looks more credible. I still feel confused on the back and the side area. I really would like an opinion on it, because I dont know what else can be improved.

JayEdwards: Im sorry to havent looked bothered, but Im trying my best on this. I started making a head for the lessons at school dont caring much about the quality, coz at school the level is no that high, but meanwhile it turned a good head to me… so wanted to continue with body, and so on. Im agree with references, for the head I should have used one, but for the body I think it depends on oneself, it would be similar to drawing I guess. as long as you have anatomy knowledges. And thats what Im doing, studying and picking anatomy books. Hope to finish this soon, all I do is vertex tweaking, takes hours!!


#1839

Hey Dogway

Well thats a fair comment. I think the best thing to do for reference is look no further than a mirror in that case. Its probably the best solution for you right now.

Hasta Luego y ten cuidad
Jay


#1840

Thanks for posting the results. looks good.