Hello everyone,
I am trying to update my demo reel with human/humanoid models, and I am trying to learn anatomy better.
Meet Etta. The suit she is wearing is going to be textured next, but first I need to get the anatomy knocked out. Any feedback you can give me would be awesome. Thank you for your time and it's great to be a part of the community.
Mitchell
Replies
(As an aside, what I'm trying to ask is 'What about her design, silhouette, equipment, look, fashion speaks to what she does?' Backstory tells me where she comes from, but doesn't directly inform me of her present nor future goals at this time.
As an example, I'm going to describe a game character that people have played.
______ used to be a bespeckled physics scientist at an underground New Mexico lab until aliens started invading his facility through a rip in dimensions. Donning a futuristic HVAC suit and picking up a crowbar, he sets out to close the open portal.
What I get from that: special HVAC suit, crowbar weapon, scientist (maybe lanky build, not a lot of ovious muscles), has glasses, doesn't LOOK heroic necessarily so probably not a hottie archetypically.
What you character DOES should inform how he/she/it looks like to players.)
Technical critiques:
- raise the arms to either 45 degrees or 90, you're going to make rigging more frustrating for technical artists. Game development is many times a group effort, and unless you're comfortable smooth binding to a skeletong from that pose, don't assume the rigger who's getting your model will.
If you're working from a piece of concept art or references, show us.
Use IMGUR to post photos since the thumbnaisl directly load into the thread instead of attaching it. This is more a recommendation, I just see a lot of people use it on Polycount.
Can we get a closer turnaround of the head?
Thank you for your technical critique Brian. I'll be sure to raise her arms a bit. By the way, does this mean that the characters in my reel don't have to be posed? Can they just be in their T-Pose or rigging position? If so, this will save me a lot of work.
I understand I need to make things easier on the rigger, but do you have any anatomical feedback? Before I move on with her I need to make sure she looks anatomically accurate overall.
Bare with me this is my first Polycount thread. Where is the IMGUR where I can post image? That way I can show you the concept drawing and some head closeups.
Sorry, I gotta hold back. I can't provide critique on your anatomy without taking off the clothes on the sculpt. It will also be better if you presented us with the actual photo reference you're using to emulate from.
This is Imgur. Upload images and link it into the thread using the BBC code that's provided.
Once we get the concept art and reference you have up onto this thread, I think we can get formally started on critiques.
The suit she's wearing is a skin suit. Actually, i first designed her with a full body, but once I made the suit my professor suggested doing only a head bust under the suit. So I'm hoping that the anatomy looks realistic in a way in which a tight suit is over it.
I'll have to put the images up tonight or tomorrow. I'll be out of town today. It's been a crazy week with family around. I haven't been able to get any work done. But I'll get those up and we can officially do critiques.
The suit she's wearing is a skin suit. Actually, i first designed her with a full body, but once I made the suit my professor suggested doing only a head bust under the suit. So I'm hoping that the anatomy looks realistic in a way in which a tight suit is over it.
I'll have to put the images up tonight or tomorrow. I'll be out of town today. It's been a crazy week with family around. I haven't been able to get any work done. But I'll get those up and we can officially do critiques.
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Also, while it is good you found MEDICAL anatomy references, you will primarily benefit from nude femal figure references at this time. For beginners, it's hard to translate muscle groups to what it will look like on the skin with only medical references. You need to be cross referencing with a nude female model to see what muscles are ACTUALLY visible, or how groups of muscles look with skin on top of them.
Choose a female nude model reference, and post it here.
They're highly inaccurate, and the muscles don't morph with the movements so they're even more off when posed. Remove them from your life, and take a look at some 3D scans of real people, photos of real people, and this is also a good resource for proportions and breakdowns, etc:
https://www.anatomy4sculptors.com/anatomy.php
Seriously though, +1 to this. There's tons of good nude female ref for working off. Some are even made with modelling/sculpting in mind.
And I see what you mean about those medical references. I have also been working with nude models from Ten24. Here are my references for those:
Also thank you for giving me that link, the more reference the better.
While I get that the body suit is super tight on her body, you're doing yourself a disservice by not having the physical mesh of the body underneath. You have to understand, clothes do not float in space. Their volume and form is affected by how gravity forces it to interact with other forces, like a body or a chair. No body means you lack solid reference to really know if a fold should THAT deep, etc. Add a body back in. At this point in time, it's better you work as if this is real-life skintight suit rather than thinking it's correct.
Also, before you continue on, you're working at too high a resolution to get clean surfaces. You need to drop your subdivision levels or Zremesh to get a much more low poly subtool. Lumpiness comes from subdividing too early, happens to the best of us. Pull back and wait till you get your major forms blocked in before continuing.
Can you post closer screenshots of the head? There's anatomy issues going on but it's hard to tell since you still haven't posted them.
I am interested to see if the style of the concept art translates. Reminds me of the Clone Wars in terms of art direction.
Right now, I want to say, in general, it looks off and does not look like a woman.
But how we can fix that can vary which way or that.
Do you or did you have a specific person's head in mind, or a photograph, when you were sculpting?
As far as the head being anatomically off, how so? Why doesn't it look like a woman? Does it have anything to do with anatomical muscle groups?
Here's an image of your face near a picture of a woman's face. Look at them both and spot the differences between them and try changing yours to match the overall position of things, or do this with a different reference picture and I think that will help make your face more realistic. Good luck with this!
This is why I mention having a specific reference. You've made a good call planning to choose a specific female Asian face. It will help you to just focus your efforts on emulating a look, defining an objective render target beyond "does it look like a woman? Does it look good?"
More opportunities to whittle out ambiguities in your process here, the better for your learning.
Brian, thank you for helping me make sure I'm on the right track. Yeah sometimes Asian faces that differ in gender can be kind of confusing. You're right i was taught in school to sculpt a specific person when sculpting a human face.
the suit is starting to look interesting. However, you might reconsider those shapes on her boots. Right now, they seem very impractical and prone to hamper her range of motion. Maybe mirror those arches and take away stuff from the inside.
Right now, the upper body seems to be missing a similar silhouette breakup though, so it might be good to focus on that mainly as that is where you are bound to look first unless your goal is to attract attention to the boots.
Are you going to fix the head eventually?
http://www.polycount.com/forum/showthread.php?t=145608
Also, drop your resolution. You're getting muddiness in your sculpt again because you're trying to make sweeping changes at such high detail.
And I'll check out Charlie's thread.
Also notice how clean his sculpt is, and how he accounts for real world forces like how leather tucks into a seam, or how a particular piece of armor separates, etc.
Avoid blobbiness, get clean meshes for your sculpt.
Also, the width of the head as it goes above past the eyes is WAY too narrow. It's looking alien. get a woman's naked head, do an overlay in Photoshop over your sculpt, and make the fixes as you literally see them. You're just making it all planar on the sides instead of accounting for the bony landmarks of the sides of the frontal bone and then temporal bone of the face.
Do you see how the top of the head doesn't narrow towards the top?
Lucy Liu doesn't have that much double eyelid, if at all. Remove it.
You're not quite catching the planes of the inner lips, both bottom and top. Do you se ehow i the asaro head, the plane inwards toward the inside of the mouth? The lack of those inward planes is further accentuating the duck-lips issue.
Drop your Sub-Ds, get back to getting you basic forms becfore you think about making things look smooth. Be comfortable with your model looking like a bunch of tesellated squares, because if that's not locked in, you're going to have a bad time trying to fix things later.
That's true I need to go back to the lips and flatten them down a little bit more on the inside.
I have been dropping my Sub-Div Levels more. Sometimes though, I get this fear of smoothing away too much while on the second lowest level. I have to be very careful around the nose area.
Do you have a close-up of the face again? It looks odd still.
For the raised plates, I'd just make seperate subtools for the plate. Retopologize and have a cleaner mesh.