Hi,
The six-pack is blurry (blurry lines) whilst the chest which has same amount of edges and polygons is not blurry. I have tried moving edge loops around to no avail. I have also tried resetting normals to no avail.
Please check the maya file attached. Hopefully, someone can help me here as I have run into a dead end with this.
http://www.filedropper.com/showdownload.php/6packnormals
Replies
Here's an example of good topology:
Bigger image here:
http://wiki.polycount.com/wiki/BodyTopology
It would also help to study anatomy more thoroughly. The muscles flow in a certain way across a human's torso. It helps to make your wires match that flow.
Some anatomy resources here
http://wiki.polycount.com/wiki/Anatomy_Reference
thanks. When u say the wires flow, can u pinpoint me to a more relevant resource please? Anatomy takes years to master and for the moment I would just like to correct the wires. Edge flow obv is important, but I am not sure how to improve the edge flow here without distorting the model.
Another reference for flow:
Thank you. As you can see from the chest of my model, its spaced out nicely. But how can one get abs/six-pack without having the edges close like I have. Your example model doesnt have a six-pack or the detail which requires tightly packed edge loops. I am just trying to understand how you can get detail without having close edge loops.
I would just use zbrush or Mudbox and then bake it down though. Unless there's a reason why you have to do it all in Maya?
Yeah, that image does. Thanks you, I forgot about that one. I wanted to add some detail in maya cos the character will be animated and wanted the abs to "move" as well.
1. Subdivision Surface Modeling (what Ben Mathis' example nude uses)
2. Digital Sculpting (what Joost is talking about, using Zbrush)
Your model is actually not spaced out nicely. It is using a rectilinear grid, which works well for mechanical subjects, but doesn't work well for organic ones.
You need close-together edges to create indents and creases.
If the model is going to be rendered in Maya, and never exported to a game engine, then you can do all your modeling in Maya. I would suggest using subdivision surface modeling for this.
A common method for characters in a game is to "bake" details from a high-resolution model, converting it into textures for the lower-resolution in-game model. So the in-game model doesn't have a complex wireframe with a ton of close-together edge loops (which improves performance).
You still have to create those details in the first place though.