WiP: Human Body Experiment [possible nudity in the future]

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shushens
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WiP: Human Body Experiment [possible nudity in the future]

Post by shushens » 12 Jun 2010, 15:11

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 :)
Screen01.jpg
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Screen02.jpg
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Screen03.jpg
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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
Last edited by shushens on 25 Jun 2010, 06:42, edited 1 time in total.
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izze
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Re: WiP: Human Body Experiment

Post by izze » 12 Jun 2010, 19:17

I have a question. Do you plan on using this mesh for sclupting or animation? Or just a modeling/texturing exercise?

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Re: WiP: Human Body Experiment

Post by shushens » 12 Jun 2010, 23:11

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.
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Hirazi Blue
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Re: WiP: Human Body Experiment

Post by Hirazi Blue » 13 Jun 2010, 13:16

I assume, after watching your head WIP, you're going for "poly-by-poly" modeling for the rest of the body? :-\
Stay safe, sane & healthy!

izze
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Re: WiP: Human Body Experiment

Post by izze » 13 Jun 2010, 15:30

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

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Re: WiP: Human Body Experiment

Post by shushens » 13 Jun 2010, 16:30

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.

screen.jpg
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izze
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Re: WiP: Human Body Experiment

Post by izze » 13 Jun 2010, 22:40

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.

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Re: WiP: Human Body Experiment

Post by shushens » 14 Jun 2010, 00:10

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.
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Re: WiP: Human Body Experiment

Post by shushens » 14 Jun 2010, 03:06

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.
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Hirazi Blue
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Re: WiP: Human Body Experiment

Post by Hirazi Blue » 14 Jun 2010, 09:48

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... ;)
Stay safe, sane & healthy!

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Re: WiP: Human Body Experiment

Post by shushens » 14 Jun 2010, 21:39

Thanks Hirazi :) I am just trying to learn from my mistakes :) Will be much obliged to have some in-depth criticism on the topology from someone :)
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julius
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Re: WiP: Human Body Experiment

Post by julius » 15 Jun 2010, 09:12

Hi,

you've got some topology problems at the thumb base : at all joints, keep loops as much as possible, and add some more to have a better deformation.
Here is an exemple I made few years ago. That's not perfect, but hope it helps.

http://www.julien-chudik.com/galerie/page2/photo4.html

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Re: WiP: Human Body Experiment

Post by shushens » 16 Jun 2010, 18:51

Many thanks for the input :) That's one goodlooking hand :D
I have made some changes. Added more loops and reduced the number of open edges considerably.
I think there will be more reduction necessary when I try to stitch it to the arm, but let's see how it goes...
hand.jpg
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The base of the thumb looks different in our models, as you can see. But I did it intentionally. There is supposed to be a fold between the thumb and the pollicis brevis muscles. I have emphasized it a tiny wee bit.
hand-left-500px.jpg
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Last edited by shushens on 17 Jun 2010, 10:11, edited 1 time in total.
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Re: WiP: Human Body Experiment

Post by shushens » 17 Jun 2010, 08:58

A tiny update :)
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Hirazi Blue
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Re: WiP: Human Body Experiment

Post by Hirazi Blue » 17 Jun 2010, 09:52

My untrained eye can spot some "N-gons" that however should be relatively "easy" to get rid of...
Now you (almost) completed the hands and feet (allegedly the hardest parts) you're halfway finished, I'd say... ;)
Stay safe, sane & healthy!

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Re: WiP: Human Body Experiment

Post by shushens » 17 Jun 2010, 10:10

Yes, I think I will wait until the stitching and then find a way to get rid of the n-gon(s).
Thanks for your attention, man :)
Just like ear is the hardest part but does not play the biggest role in a head model, hands and feet are also not the first places where you look when you see a full model. I am pretty worried about the back muscles and ribs... I never tried to model that stuff before. Hands and feet I have done before, though for toon figures.
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