torso..realistic

Hi,

I am not often a visitor here as I don’t often have stuff that I want to show, but I like the current thing I’m doing although I seem to have run into a minor snag with the shoulder blades. I think I can work it out but I am very interested in feedback and crits of this mesh. I am trying to use and learn edge loops and other topological techniques.

http://vimeo.com/6329925

This mesh has a mirror modifier on it and a subsurf modifier while being set to smooth for the render.

screenshots:




thanks for any input!

a5’

The shoulder blades curve the wrong way. It should come down along the spine and curve under the armpit. Often the shoulder blades aren’t to much of a curve, just a rounded corner at the bottom.
Digging up some reference images usually helps.

Attachments


Hey,

Thanks, I was using an photo of myself to make the body, but the shoulder blades were not that clear, I didn’t think to look at the reference online (I know that there is some available through the blender website).

I changed the shoulder blades a bit.


Thanks,

a5’

here you go
http://www.fineart.sk/

there’s crap loads of reference photos online,

also, you need to define the collar bones and the muscles that run along top back shoulder. i dont have my anatomy book handy so i cant remember their name

Thanks,

Yeah thats what I was referring to… I think

(I know that there is some available through the blender website)

here a section of the image I am working with…


Although I am a bit confused
updated video

dvandamme-

also, you need to define the collar bones and the muscles that run along top back shoulder.

do you mean the red outlined part. I’m going to work on the collar bone for now: those muscles are tricky though.

-a5’

sorry i didn’t get back here to asnwer… i didn’t actually subscribe
yeah, thats what i was getting at… i wouldn’t think those muscles are any trickier than any other… you might have to rebuild some edges across that area to get the flow right, but its no biggie. and a month of extra time on this model since you last posted should have given you plenty of time to get past this piont…

Hey a59303!! Yeah, you definitely need to see some good topology reference. Here´s a very good one that was published a few days ago at blendernation:

http://www.hippydrome.com/

And here is very nice example that you can download and get ideas from.

http://www.zbrushcentral.com/zbc/showthread.php?t=061792

http://www.pixologic01.com/zbc/athlete/H_M_A_nickZ_L1.rar

The file is a .OBJ, so you have to open it in Blender through the import plugins.

Topology is VERY important, be sure to check these links. I´d say that this human topology you are trying to figure out is independent from the shapes of the character or human model you are trying to do. So, just copy the topology from the references and shape it to your character.

sorry i didn’t get back here to asnwer… i didn’t actually subscribe
yeah, thats what i was getting at… i wouldn’t think those muscles are any trickier than any other… you might have to rebuild some edges across that area to get the flow right, but its no biggie. and a month of extra time on this model since you last posted should have given you plenty of time to get past this piont…

dvandamme: hey, no problem… I actually started trying some other stuff.:o I loose my train of inspiration easily.

I´d say that this human topology you are trying to figure out is independent from the shapes of the character or human model you are trying to do. So, just copy the topology from the references and shape it to your character.

jpbouza: your saying, with proportional modeling?

Thanks,

I’ll try and get back into it.

a5’

here’s a bit of an update.



where I got,
so far.
edge loops are no good in my model, I think,

but I have to mention:

thanks again to jpbouza for the directions to that model, really nice.

-a5’

Great a59303!! One thing though…you may take it or leave it…But it is not a good idea to start a model from the torso…well, are you going to do the whole body or just the torso?? (I know that the title of the thread is ¨torso¨ hehe, but who knows!)

Well, if you are going to model the whole body, you should start from the place that has the tinier details. Generally you should start from the eyes. The main reason for doing so is because of the edge loop count…if you first model the torso you will most likely have to add lots of edge loops you weren´t taking into account when you model the head. The other way around, you first model the the face, and all the necessary edge loops spread out from it.

This is just a suggestion to make things easier! Keep it up!!

If you go to vimeo.com and search for ¨blender face modelling¨ or something like that, you will find a lot of human body modelling time lapses.

Well, if you are going to model the whole body, you should start from the place that has the tinier details.
jpbouza

Off the top of my head, I would have assumed you would “block” out the basic shape. I have to catch up with all of this info though.

Thanks,

a5’

There is a good head modelling tutorial at http://www.cgcookie.com - it is in 6 parts by Jonathan Williamson.

With all the modelling tuts I have seen, everyone seems to start with the head then the body then arms and legs.

fix the neck hole

this is the nicest full body modeling tut I’ve seen in ages… - builds a game res model, so its very easy to increase the res for high detail sculpting…

http://www.creativecrash.com/maya/tutorials/character/c/real-time-character-modeling-tutorial

its in maya, but thats irrelevant due to the very good conceptual use and limited software jargen