Hi everyone,
I want to expand my anatomy skills, because sometimes I have no idea what I'm doing during the modeling and sculpting process
Often the anatomy of the face is very hard to understand, espesially the cheek area is a little bit tricky for me.
Sooo I want to build first a reduced version of a human skeleton to see how the volumes are working. After that I will build on top of this skeleton a clean human basemesh and the final version will be a detailed version. I think, I will make a female body too.
I appreciate comments and also critiques
This is not a "help me!!!!" thread
I see it more as a diary for myself to learn new skills.
Ok let's get started with the skull, I made a modeling sheet from Bammes images
Replies
https://www.anatomy4sculptors.com/
Oooh, I don't know this site o.O
What a huge quantity of references, thanks for sharing :thumbup:
@Shiniku:
Thanks Dude, I know this problems with tiny details from past projects, but this don't help me to understand the important shapes
Maybe this is the problem of sculpting tools, that some people want to model all details in one object.
O.K. my next step will be the Ribcage, Scapulas and Clavicles.
Next Update ... very low modeling
I don't need a very detailed skeleton. Keep it clean, keep it simple
Lets get started with the legs ....
Let's start with the complex stuff, a full human model
If you get into the sculpting side of things, look at Scott Eaton's line of work. Fantastic tutorials.
I can say that a skeleton under a mesh is a very good way to build up a solid base for a realistic character.
Here is the body so far, I'm working now on the Head
The Polygon count is round about 9300 Tris (including the eyes)
Next will be a little sculpting work to define a few muscles makinf skin folds etc to make it look more natural and realistic.
Currently I am working on the upper body, the names of the muscles sounds very crazy ... Sternocleidomastoideus could be a freaking superhero
I made a few versions befor this image
But I was not happy with my results. I had big problems to understand the flow of the musculus obliquus externus and on which way he is connected to the rectus abdominis.
Critiques are welcome :thumbup:
I also can't stress it enough that you do a couple of these. Each time you'll become more and more proficient with the human body. I've sketched/sculpted a handful and it's already becoming very clear where and why each muscle/tendon acts like it does.
Big ups on your basemesh. Really solid.
What do you mean with the slightly tapper to the top? You are right, I make the latissimus dorsi too short But I will fix it.
And the problem with the ribcage ...
I will fix that too. Next time I will take a closer look at the bones
Trapezius angle seems a bit flat as well.
Great progess though! I'm learning anatomy and the female form myself right now, it's really annoying at times, but hang in there
also if you have a skeleton underneath, you should use it.
muscles dont spring out of nothing, they are attached to your bones.
your sculpt looks like you just drew ontop of your basemesh in total disreagard of the skeleton.
for example at the central symmetry line of your pectoralis there is nothing but skin ontop of the ribcage, so your basemesh should be almost exactly where your actual ribcage mesh is.
the same basically goes for all muscles, their shape should point in a direction so that if you continue that line, you should end up at the point where they attach to the bone.
well anyway, keep practicing.
https://www.facebook.com/marco.luna.148/media_set?set=a.4045374896927.174097.1358520470&type=3
O.K. I will use the skeleton, and thx for the FB site, it's very helpful :thumbup:
- Do you have any formal artistic training, are you self taught?
- How long have you been using zbrush, and how long would you say its taken you to get to this level of accomplishment in digital sculpting?
Thanks and keep your awesome work coming!
I am not learning anatomy from 0 It's more an improvement of my current level of skill.
Yes I have a formal training (2 years) in 3d Game Art, but I play even longer with 3d stuff and I am using Zbrush since 2007.
I think the quality of digital sculpting depends on the time you are willing to put in your projects. I must say that since my 3d education
I like it to make more and better realistic models, because my teacher for character art has a very nice professional background and the accuracy of the human body was for him very important.
Ok next sculpting ...
http://exercisesandworkout.com/images/abs%20muscles.JPG
The top 2 packs may not be as pronounce on some people (some missing them entirely) but there should still be some space before the 4 packs start.
Sunn It's not difficult to finish a project, just go the whole way to the end and then make a postmortem to analyse what could be better and what was crap
@DireWolf
I will bring some space between the muscle groups, thx for the advice :thumbup:
My next update...
Rather than trying to sculpt all the muscle groups using this basemesh, why don't you try and actually make each muscle as a separate dynameshed subtool? Once you've done that, you'll have a profound understanding of insertion and origin points for muscles, you'll have an easier time placing them on basemeshes, and understanding how/why the skin wraps or stretches over particular points.
Not saying the work you've done already is bad, i'm just saying it can be pushed further. I understand that attempting to sculpt every muscle of the body individually can seem like a daunting prospect, so instead focus on breaking it down into sections... How the upper arm connects to the torso, how the neck muscles join the head to the chest etc.
This was my first thought too I will try it, I take my upper body and give him muscles, thx for this inspiration :thumbup:
http://www.jacquechoi.com/Misc.html
Sternocleidomastoid is a very simple muscle to remember.
Sterno - Cleido - Mastoid
Sterno for Sternum
Cleido for Clavicle
Mastoid for Mastoid Process of the skull
It's a muscle that originates at the Mastoid Process of the skull (bone protrusion under the ear):
Then connects down and forks off to the Sternum, and the Clavicle.
Sternocleidomastoid:
I see that my Sternocleidomastoid must get a better definition :thumbup:
I played with the muscles of the arm. I made only one muscle per flexor and extensor group because ist was easier for me to learn it.
Trapezius muscle doesn't expand side way down the triangular part, it should all concentrate up to that corner of the Scapula.
Olecranon (Elbow)
Medial Epicondyle, and Lateral Epicondyle) (the 2 bumps at either sides of the elbow)
The Olecrenon, traces along the Ulna Furrow (the bone you feel on the underside of your forearm), and ends at the Styloid Process of the Ulna (that big bony protrusion you feel at the pinky side of your wrist).
Here the Ulna furrow is labeled 'Crest of the Ulna'.
And 'Styloid' Process of the Ulna, is labelled Head of the Ulna.
It's important to know these bony landmarks, because.. all of the Flexors ORIGINATE at the Medial Epicondyle, and the Extensors ORIGINATE from the Lateral Epicondyle.
The Ulna furrow is what separates the Extensors from the Flexors.
You can see and feel all those bony protrusions on the surface.
Wrote a post about pec construction a while ago in another thread:
http://www.polycount.com/forum/showpost.php?p=1946653&postcount=54
Stirls
Thanks man I try to implement the helpful and good critiques, and I am glad to hear that you appreciate my progress.
DireWolf
You are right, let's see what I can do :poly124:
Nuclear Angel
Thx This way helps me a lot and it is highly recommended.
The next update will be coming soon.:thumbup:
I am working on the legs and in my opinion this is the hardest part (besides the face) of the body. Sooo much muscles :poly142:
I could give him a scythe and let him taking souls
i'm not saying your anatomy is perfect right now, but it's a huge improvement. if you do a few more of these and go into a bit more detail each time, you'll be awesome in no time.