My 3D people (occasional nudity)

I started this personal project at the begining of 2010. My purpose is to create complete and very diversified 3D people. MakeHuman is indeed a very good tool for creating fine human models, but I want to create my own base models up to 3000 polygons wich I would use for developing many human characters (using modeling and sculpting tools in Blender), from casual people to virtual actors.
This seems to be hard work and my time is limited, I’ll se what I can do.
Until now, I have created two human base models, a male base and a female base. I’ve tried to get a good mesh deformation in movement, I took care of topology and skinning.
Here they are:

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And wireframe wiews

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And this is the first character done.
I’ve been watching Blending Life 2, and I’ve learned a lot.
This model has a sss skin material.
The hair is done with particles.

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I will continue this project in 2011, I want to finish a male character too.
I’ve been working all this year in Blender 248a and 249b, now I use B 254 only for tutorials and experimentation.
Any comments and advices are wellcome.

I have modeled these heads with diferent topologies, for my “S4” female body (S1, S2, S3 are a mess, but S4 is a well done mesh body, I think).

I need to find out wich one of these three heads would be the best for facial animation.

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And here you can see the complete models with the S4 body.:eyebrowlift2:
Any comment?

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Lin2010 –

Good work on your male and female base models. I think if you gave out the .blend files you would gain more interest in this project.

I am glad you are getting away from the “one mesh” idea that MakeHuman has. Figures for casual figures and virtual actors need more than one mesh as humans tend to be “multi-mesh” entities.

Very nice modeling. I’m surprised more people haven’t posted.

I would like to know how to style the hair particles.

[B]XeroShadow[/B], I’m still working with yhe old 2.49b.
You can find the tutorials that were helpful to me, here:

http://rapidshare.com/files/443595801/hair_and_fur_b246.pdf

http://rapidshare.com/files/443595802/246_long_hair.pdf

And for Blender 2.5 There is an excelent tutorial:

http://www.blendercookie.com/2010/04…rticle-system/

[B]GraphiX,[/B] I am surprised too.
Thanks for appreciation.

Thanks, [B]dleri [/B], .

I will think about some releases later, when I will be sure that the job i’m doing is a good one.

MakeHuman would be brilliant if:

1.It would use a library of base meshes of low polygon density, 3000 or 4000 polygons each, for what it does now ;), so you could make your character thinner or thicker, younger or older, male or female, add etnic or somatic attributes, expressions…

  1. After shaping, to be possible to add a subdivision level (to 6500 or 7000 polys) and tweak the details as you like, not as they are given.:yes::yes::yes:
    Think about N-sided Quidam, and you will understand what I mean. This new feature would let yow work on your own models after you import them.:wink:

lin2010, impressive, love your work here!

Thanks [B]zeffii[/B]

Hi Lin2010

you have done a good work here. Your simplified models have a very good cleaned topology. think they dont look as good without subsurf modifier cause the low res but Im not sure of that.
you do a very good use of poles.

You know it*s needed rewrite or talk about poles, finally I think found them…let me show you


Poles are identified here as the uppermost meshes
the remain I believe are unidentified special poles but you can locate them.


Special poles, last is a mesh that can be pole but it gives a smooth shape with few features


located special poles…how would you call them?

If those poles don’t bother, I call them good poles.:smiley: . Anyway, I don’t know much about them. How could I find out more?

I know, my meshes are very low res ,about 2500…3000 polys. It’s very easy to edit them at this low res level. I’m talking about weight painting and UV mapping, shaping, and other operations like changing components (heads, hands, feet…).
But anytime I can add a subdivision level and they will be medium-poly (about 6500…7500 polys), so they could be detailed very easy, after. :yes: And then, they would look good even without suburf.:wink:

Thanks for appreciation.

Well, I know some about poles, in fact all dots that define a surface are poles, but all we need to know is which of all those dots actually the edges defined by dots are deforming our surface in a way we want.

So if you wanna check this site you*ll see and learn more.

Very helpful, thanks.