WIP= basic female character


#1

I’ve been self teaching myself in blender for several years now but this is the farthest I’ve gone with an organic model let alone a human. so I’m looking to those with much more experiance so show me the error of my ways.

I know anatomy wise I’m lacking greatly (that head has been the prodict of much hair pulling and it still looks funny :banghead: )

I hope to work with this to the point of rigging and making some sort of short clip (hense all the wireframe shots for a quick judge on my topo skills)

So ya pardon all the links, and thanks in-advance

Front Side Back Head front Head side

Front wire Side wire Back wire Head front wire Head side wire


#2

The best advice I can give is study topology and anatomy. A simple image search with Google for head or body topology will show you some good and bad examples. Study the good and the bad, study how the loops flow to define muscular form.

Unfortunately to knock out a good human mesh you need to put the time in, the slightest oddity will turn a human form into an alien.

Both of the sites below have some great tutorials to help you out, I particulally rate Jonathan Williamson as he takes the time to inform you why he has performed a particular operation or task.

http://www.blendercookie.com/category/all/tutorials/
http://montagestudio.org/dvds/

Good Luck.


#3

This is the wrong way. Learning a tool is not enough. You should have started with skills. Get some books about drawing and anatomy and draw at least two hours a day for a view months. There is no other way.


#4

This should help with your topology

http://www.blendercookie.com/2010/08/03/male-and-female-torso/


#5

@ dac77, Not once did I say that because I know how to make Blender do something do I expect the tool to do the work for me. Drawing and modeling is a hobby for me not a career focus, so I tend to glean from others inputs more so than time and money I can’t afford to share with family/work/life. Not at all to downgrade your advise, it is true that is the best way but impractical for me.

@Phill09, the second link ( http://montagestudio.org/dvds/ ) keeps showing up as a malware site to me.

And yes if it wasn’t for Jonathan and David on CGcookie I wouldn’t have even tried organic modeling, Id still be making blenders and toasters in my off time ^^


#6

Not sure if I understand. You don’t want to learn to model good because it is “just” a hobby? For me it is even more of a hobby, as I wouldn’t get a job in this industry even if offered a decent pay, because I have my profession.
Is it really practical to spend hours on models, and learn not so much with everyone? Making a fast anatomy sketch is about 10 - 20 minutes. It is much more practical. No one can model a decent human body model without at least some knowledge of its anatomy.
Well, I suppose the times are changing. Now it is all about speed and constant gratification.


#7

Not too bad, Xerian.

In fact, you are not far from the “kingdom”. :slight_smile: First off, you are able to critique yourself correctly, … which is good. So, Xerian wants guidance …eh? Here is my own contribution (though not from a guru --'cos I’m still working on myself too):

1. Always think about areas (of the body) that will deform and make sure your cuts will allow for realistic deformations (e.g knees, elbows, armpits … joints). Your hips will definitely malfunction when rigged. The lines suggest a balloon creature – even the famous Toy “Barbie” has better hip lines. This is where anatomy studies help.

2. Did you work with a guide? If so, the guide misguided you. If your sketching isn’t good, get good reference pictures and set them as background reference. Nude reference pictures can be inspiring … you see all the contours and learn. There is a lot of free nude reference pictures out there. When you model with life images the anatomy traits register subconsciously … do it long enough, and soon you won’t need them much again
[b]3. Don’t rush.

[/b]


#8

This japanese site is a kind of virtual human body construction set : http://lifesciencedb.jp/bp3d/?lng=en

You can choose the body parts in the BP3D tab : select parts with the menu on the right and gather the icons into the bottom frame. You can then display the selected parts in the Anatomography tab.

The site works with a database which is downloadable and free access :
http://dbarchive.lifesciencedb.jp/en/bodyparts3d/dl.html

It contains .obj file for each body part (two precisions : 99% and 95% - some real parts, like organs, and some virtual parts - for instance, anatomical lines that do not correspond to an organ). It also contains 3 text files which describe the hierarchical relations between objects.

I would like to use the database at home (because it is very long to manipulate on line).

Which 3D viewer could fit ? (Blender, Maya… ?)

How is it possible to re-create rapidly the data base in such a viewer (I mean relationships between objects, links with the files, menu for access to the bodyparts) ?

Thank you for your ideas or help.

PS : animations of body parts can be found on wikipedia, as, for instance, in this page : http://en.wikipedia.org/wiki/File:Frontal_lobe_animation.gif


#9

Oh my god! how has nobody yet suggested the subdivision modeling .com forums yet(yet?!![yet?!!])?!! :surprised

http://www.subdivisionmodeling.com/forums/showthread.php?t=482 on the form
http://www.subdivisionmodeling.com/forums/showthread.php?t=907 on the edge loops & pole’s.

the rest of the forums great too.


#10

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