I am modelling my first human! I have made a base mesh, and I wanna add edges and detail and advance it. However I was wondering if it was any good? Should I try again?
I'd say stick with basic modeling so you get the proportions and polyflow right first.
Remember to use reference images in the viewport as you model, that way you will get the proportions right.
Ok, human base mesh round...8? I am not sure, however I think this one is pretty good!
No n-gons or tris in this at all! Quite happy with that. I used this guys tutorial which was really helpful, with some tips taken from the CGGookie one. Thanks for it.
It's fairly uneven in density, which can create problems later. But with Dynamesh these days the basemesh is not such a big deal any more. Here are some more basemeshes, for reference: http://wiki.polycount.com/BaseMesh
Neck, jaw, hips are uneven in density. Anywhere the quads are less and less square.
Are you preparing this as a base for subdividing in Zbrush? Or are you making a base for modeling a low-poly model? Or is it going to be a base for modeling a subdivision surface model? Each has different needs in terms of topology.
If you're going into ZBrush, then the topo doesn't matter much at all, since you'll re-mesh it later.
If you're modeling a low-poly human, then you want it to be much more accurate anatomically. Every edge counts!
If you're making a sub-d model, then anatomic proportions are crucial. Subdivision tends to highlight every deficiency in your technique.
Generally though your topology doesn't have solid anatomical proportions. The model is too vague and blocky at this point. Compare with these meshes.
Replies
Neck starts from the end of the shoulders now.
Are you modeling from reference image? There's awesome character modeling tutorials at BlenderCookie, check them out!
Also, what is recommended? Loading this into a sculpting app and making a high poly version to bake from, or just adding detail to the base?
Your also lacking in basic anatomy, check bridgemans' work for reference and google. Nice try though/
Remember to use reference images in the viewport as you model, that way you will get the proportions right.
Here's the awesome tutorial i was meant to link:
http://cgcookie.com/blender/2011/05/06/modeling-the-female-body-series-part-01/
No n-gons or tris in this at all! Quite happy with that. I used this guys tutorial which was really helpful, with some tips taken from the CGGookie one. Thanks for it.
What do you guys think?
Benton
Neck, jaw, hips are uneven in density. Anywhere the quads are less and less square.
Are you preparing this as a base for subdividing in Zbrush? Or are you making a base for modeling a low-poly model? Or is it going to be a base for modeling a subdivision surface model? Each has different needs in terms of topology.
If you're going into ZBrush, then the topo doesn't matter much at all, since you'll re-mesh it later.
If you're modeling a low-poly human, then you want it to be much more accurate anatomically. Every edge counts!
If you're making a sub-d model, then anatomic proportions are crucial. Subdivision tends to highlight every deficiency in your technique.
Generally though your topology doesn't have solid anatomical proportions. The model is too vague and blocky at this point. Compare with these meshes.
You should also check out the references here.
http://wiki.polycount.com/CategoryTopology
http://wiki.polycount.com/CategoryReferenceAnatomy
This, really. I can see you use your basemesh for sculpting, it will need a lot of work for any other application
http://gotwires.blogspot.de/ has some nice tutorials about subD edgeflow (just found the site and I'm impressed)