time for an update! --warning :partial nudity.


(slikdigit) #1

hello blenderheads. I’ve been slowly adding to this model. has some obvious problems (I just started roughing in ribs- not too sure yet about total proportions) and not so obvious. I’d like to hear about any you notice. here’s the pic:
http://home.attbi.com/~kurdali/smallrender.jpg
and if you want some history:
http://www.elysiun.com/board/viewtopic.php?t=647
comments? enjoy!
Bassam


(rndrdbrian) #2

Looking good, but a little too muscular for my liking!

:o Thats some six pack!

brian


(harkyman) #3

This is turning out to be an incredible model. The proportions and anatomy seem quite perfect. However, the only people with ribs that prominent that I know of have generally been dead for quite some time. Other than that, it’s great. The muscular striations of the pectorals are a superb touch. If you’re using subsurfs, is there any chance we could get a look at the subsurf cage?


(S68) #4

Excellent! :smiley:

Looks like it will grow to a very nice model!

Abdomen muscles are not good though, they have five segments, three above the bellybutton (of which the first very short and two below the first as long as the previous two, the latter much longer.

[quote=“harkyman”]However, the only people with ribs that prominent that I know of have generally been dead for quite some time. /quote]

Naaa, skinny people are like that.

Keep it up

Stefano


(slikdigit) #5

thanks for the comments/crits! keep em’ coming.
S68: I’ll check on the abdomen muscles- I knew something looked wrong there- I hadn’t realized there were more segments.
the lower ribs are too sharp and not correct right now. I need to move them and put in the muscles that attach to the ribs on the sides, and smooth the whole thing out.
I’m going to add some extra rings to the belly area, smooth out the muscles and lay on some subtle fat rolls. she should still look skinny and musclular but I want a realistic human. Its been really hard going between skin fat muscle and bone structures and balancing the visible.
harkyman- :smiley: I’ll smooth out the ribs, and I’ll post the cage. (IMHO the cage looks better than the model smoothed, but you be the judge.)
renderedbrian: she’ll continue to be muscular but maybe not as artificially extreme as she is right now.
all: thanks for the encouragement. I really want to finish this model now (I usually finish about 1/10th of my characters) 'cuz I have some (I think) novel rigging ideas to try to get semi-realistic motion/deformation out of blender’s bones.


(slikdigit) #6

okay, here are the control cages I promised (who said blender didn’t do shaded wireframe mode?) :smiley:

http://home.attbi.com/~kurdali/wire1.jpg

http://home.attbi.com/~kurdali/wire2.jpg

http://home.attbi.com/~kurdali/wire3.jpg

bon apetite


(luckybreak) #7

Wow such sparten use of mesh on the head - my effort went vertex crazy round the back of the skull. Strikes me as overall ecconomical modelling - educational!


(schock) #8

That modelling is very well done. But if you are going for a realistic female body you need to check out some anatomy books. Also everyone and thier mother makes the models super muscular but to make a really realistic model a more imperfect body goes along way… like dickies, wich look gaunt and malnurished. They have alot more character.

That stomach really needs alot of work. Even if she did have a super sculpted six pack it wouldn’t look like that.


(VelikM) #9

That is an excellent job of modeling, just a couple of things. You have the External Obliques dissappearing under the ribcage, when in fact both the Internal (attaches to the ribs) and External Obliques overlay the ribcage, hence the I’m an anorexic cadaver look to the ribs. The Pectorial Major attaches in an arc following the Sternum and across the Clavical, the muscle group that dominates in your model looks like the SubClavical (only seen in partially dissected anorexic cadavers) giving the over prominent Clavical (collar bone) look.
Referenced from “Gray’s Anatomy”
Other than my nit picking thats a really nice job!


(rndrdbrian) #10

How did you do the shaded wireframe?!?!?!?

The mesh looks good, no triangles. In my experience, triangles & subsurf dont mix!

Keep at it!

brian


(slikdigit) #11

thanks schock and VelikM for your excellent crits. I’ve begun remodeling some of the rib cage problem areas, will get to the pectorals before I begin work on the arms. I need to get a GOOD anatomy book- I actually have been working using some reference but its rather skimpy and doesn’t indicate visibility of some muscle groups, plus the proportion SEEM to jump around on me from one image to the next. It was just somebody’s old book that I grabbed for its convieniance. (Its not really that bad- just has limitations as an only reference)
I promise I’ll fix the stomach! I know just as much as everybody how bad it looks (but reminding me is good- stops me from trying to get away with it) I intend to fix some pointed out anatomy mistakes, smooth out the six pack, and add some fat/wrinkles.
this is all going to take time since some of the rib geometry “got away” from me, so I’ve deleted and am remodelling that area.
renderedbrian: there might be a few triangles- but I don’t think there are more than, say 4 or so. To do a shaded wireframe is a cheat in blender: Alt-D, and set the duplicate to wire only in the editbuttons. I keep 'em in a separate layer in case I want to work with 0 subdivisions and want to see both edges and faces. Very handy.(so far my geforce3ti500 hasn’t even slowed down doing this- I know there’s an upper vertex limit in blender, but so far it hasn’t even slowed down- and there’s a whole 'nuther head model in the same blend.)


(rndrdbrian) #12

very clever trick!

Regarding anatomy books, have a look at Anatomy for The Artist, by Jeno Barcsay. Might be able to find a copy in your local library, or even browse through it in the bookshop.

regards

brian


(slikdigit) #13

thanks, renderedbrian . I’ll be sure to check this book out. I need to work on sketch/anatomy knowlege.
luckybreak: thanks for the nice praise. if you want, check out the tutorials sections at www.flay.com. I know they’re lightwave oriented, but poly modelling is poly modelling, also, spiraloid: http://cube.phlatt.net/home/spiraloid/
(it’s down right now for me, but a great resource. good forums, too.
the tutorials page at flay:
http://www.flay.com/LinksByCategory.cfm?CategoryID=3
In general, I find that reading and doing a large number of tutorials, especially when I have to translate the principles from patch/nurbs/other packages goes a long way to improve my modelling. I actually started modelling in patches in animation master, and started using blender to practice box and poly modelling methods, only to find I liked it much better. strangely, all the ‘important’ things I learnt in hash translated to the new medium very well. So I’m a big advocate of not being restricted to one software, especially where techniques are concerned.