After all the meshes topologies I saw these days, I am beginning to think a classification: there is a number (3-4) of eligible approaches. Each modeller choosing his favourite.
So I think to make a synthetic version for each one of the 3-4 different topologies and to post them here so anyone can compare these different methods.
After this, we will be able to discuss better human topology.
3D World Magazine 75 has some articles about Anatomy for Artists :
Take your character modelling skills to the next level with this collection of expert tips and tutorials on recreating the human body in 3D. Includes masterclasses covering both male and female anatomy
Anyway I have visited many sites in the past month and I collected a lot of images and examples of modelling approaches. I have still not enough spare time to make a final tutorial based on my new knowledges but I know to be really near to a final solution.
Now , I dont Understand why somebody should spend years to learn
human modelling , when everything is ready-made . Why re-invent the
wheel ???
Just go here and download “Makehuman” package,
make(in fact select) any type of Human models you want (male,female,short, tall,athelete,slim…hermophrodite ) , save your model in .obj format , import in Blender , rig , Envelope , pose and ALT+A . Finished !!!
Its free for commercial use and under heavy development .
I would think it’d be faster to start with the makeHuman and tweak/adjust it than starting from scratch, unless you enjoy starting with just a single vertex
MisterBubbles, I agree with you totally. It feels better to say that you made the whole project from the scratch then saying that you used someone elses model.
Well if you’re going to start from “scratch”, then why not write your own modelling program ? And your own operating system? … build your own computer … Ok, I think you get the point.
Starting from the ‘generic’ MH model, it might take a few hundred hours of modelling to get it to look exactly what you want it, then to rig it …
Personally I’d just like to animate the finished model, and even getting a few seconds of quality animation takes hours of work.
I guess it all depends on what each of us are interested in.
Well mstram. Modelling from scratch is like drawing from scratch. If a painting artist should follow your approach noboby would draw any more. They just use scanner or any other machine and make the copy of the copy of the copy… (till the end of mankind).
I could use easly MakeHuman if only it really worked for me. But it did not.
And about making the 3D modelling program or the Operative System is not the same thing than making the 3D models from scratch. 3D prog and OS are tools like paintbrush or pencil and paper and ink. I could craft my brush or my pencils but i prefer to buy them and concentrate my efforts into modelling.
About the images sorry but the account where they were hosted is down so I have to move them.
don’t forget when you need to create your own organic models, the knowledge from learning anatomy/3d relations speeds up the process alot. you can’t use makehuman models for such use expect maybe reference if it’s a humanoid model, unless you just add horns and deform the mesh.
i think it’s ok to use the makehuman models if you’re practising i.e animation/rendering. you’re not doing the actual organic modelling part exept maybe some tweaks to the base mesh.
im not a great modeler but i love seeing how many things get done faster on the next model i start creating from scratch when you have at least a little knowledge of tried&true methods between your ears
besides, wouldn’t it be great to have your own basemesh that you’ve created over the years just the way you like it and use that base like you’d use makehuman?
I have been doing a lot of work in these latest months about the human body modelling process. I hope to reach some conclusions at the end of the next month. That time i will upload the tutorial updated and widely expanded.
Be patient you will soon see more.