It is currently 23 May 2013, 02:26

All times are UTC + 1 hour [ DST ]




Post new topic Reply to topic  [ 20 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: WiP: Human Body Experiment [possible nudity in the future]
PostPosted: 12 Jun 2010, 15:11 
Offline
User avatar

Joined: 13 Jun 2009, 07:34
Posts: 191
Location: Paderborn, Germany
Hi folks!

After my human head experiment, which I could not finish due to hair grooming issues, I have thought of a human body experiment. After the head experiment, I have become a little more accustomed to head modelling. I wish to start from an already made male head. If this goes well, a female body will also follow :)

Attachment:
Screen01.jpg
Screen01.jpg [ 249.87 KiB | Viewed 1195 times ]


Attachment:
Screen02.jpg
Screen02.jpg [ 111.76 KiB | Viewed 1195 times ]


Attachment:
Screen03.jpg
Screen03.jpg [ 111.28 KiB | Viewed 1195 times ]


Topology is perhaps not pro standard. But it is all quad and gets the job done quite well if you ask me. I wish to proceed from here. C&C most welcome :)

More updates coming soon!

Let's hear what

_________________
Portfolio in Progress: http://visualdeceptions.info


Last edited by shushens on 25 Jun 2010, 06:42, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: WiP: Human Body Experiment
PostPosted: 12 Jun 2010, 19:17 
Offline

Joined: 24 Sep 2009, 20:02
Posts: 135
I have a question. Do you plan on using this mesh for sclupting or animation? Or just a modeling/texturing exercise?


Top
 Profile  
 
 Post subject: Re: WiP: Human Body Experiment
PostPosted: 12 Jun 2010, 23:11 
Offline
User avatar

Joined: 13 Jun 2009, 07:34
Posts: 191
Location: Paderborn, Germany
I do not know rigging or animation at all. Not even the very first thing. So I do not think this will be animated, unless someone volunteers, of course ;)
I am trying to get a good topology for the body. Once I achieve that with confidence, then perhaps I will be able to make it more animation friendly.

_________________
Portfolio in Progress: http://visualdeceptions.info


Top
 Profile  
 
 Post subject: Re: WiP: Human Body Experiment
PostPosted: 13 Jun 2010, 13:16 
Offline
Administrator
User avatar

Joined: 04 Jun 2009, 12:15
Posts: 3209
I assume, after watching your head WIP, you're going for "poly-by-poly" modeling for the rest of the body? :-\

_________________
Broken, not stirred...


Top
 Profile  
 
 Post subject: Re: WiP: Human Body Experiment
PostPosted: 13 Jun 2010, 15:30 
Offline

Joined: 24 Sep 2009, 20:02
Posts: 135
IMO I think you just have to much going on there. It is so very very close though. You facial features and proportions look good. But the topology could use a little work. Now that you have a good shape for a head, I would retopologize over the top. Looking more closely at the three major edge loops that you need for good topology.

How many poly's is the head now?

Here is some reference to show what I am talking about.
Image


Top
 Profile  
 
 Post subject: Re: WiP: Human Body Experiment
PostPosted: 13 Jun 2010, 16:30 
Offline
User avatar

Joined: 13 Jun 2009, 07:34
Posts: 191
Location: Paderborn, Germany
3128 unsmoothed.

I could do that, but is it necessary? There can be many ways of doing the same thing.

Comparing the head I made to the ones you posted, the first head with markings has practically no definition, and the second one is way too high resolution to handle just by pushing and pulling verts. I tried to keep resolution minimal while achieving most of the characteristics of the face. So I chose to break standard loop structure a bit.


Attachment:
screen.jpg
screen.jpg [ 116.75 KiB | Viewed 1160 times ]

_________________
Portfolio in Progress: http://visualdeceptions.info


Top
 Profile  
 
 Post subject: Re: WiP: Human Body Experiment
PostPosted: 13 Jun 2010, 22:40 
Offline

Joined: 24 Sep 2009, 20:02
Posts: 135
Yes, there are many ways of doing the same thing. But, I think I misunderstood what you were trying to accomplish. My topology examples are good for a reusable base mesh. But you are modeling all the details, which is something i'm afraid I cannot help you with, as far as topology goes. Sorry.


Top
 Profile  
 
 Post subject: Re: WiP: Human Body Experiment
PostPosted: 14 Jun 2010, 00:10 
Offline
User avatar

Joined: 13 Jun 2009, 07:34
Posts: 191
Location: Paderborn, Germany
No no, I am not trying to make base mesh. This will be the real deal.
No problem man :) Your input is always valuable. Will post the hand soon. Keep telling me what you think :)

Hirazi, I am trying to combine box and patch approaches to make things a little easier. I will try to post intermediate steps if possible.

_________________
Portfolio in Progress: http://visualdeceptions.info


Top
 Profile  
 
 Post subject: Re: WiP: Human Body Experiment
PostPosted: 14 Jun 2010, 03:06 
Offline
User avatar

Joined: 13 Jun 2009, 07:34
Posts: 191
Location: Paderborn, Germany
Image

Image

Image

Image

Image

Image

Image

Image

Image

Not entirely done yet, but getting there. There is still one triangle left to take care of.

_________________
Portfolio in Progress: http://visualdeceptions.info


Top
 Profile  
 
 Post subject: Re: WiP: Human Body Experiment
PostPosted: 14 Jun 2010, 09:48 
Offline
Administrator
User avatar

Joined: 04 Jun 2009, 12:15
Posts: 3209
Very nice hand!!!
BTW - I fully understand your mixed modeling approach. That was basically why I asked, because a completely "poly by poly" approach seemed a bit daunting... ;)

_________________
Broken, not stirred...


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 20 posts ]  Go to page 1, 2  Next

All times are UTC + 1 hour [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group