hello everyone
I am currently working on my first female model or base mesh. I have been following a tutorial online by James Taylor in modelling a female character. My first attempt was..yh it wasn't great but that was because i made the mistake of using a stylised body references and head references.
So I started again from scratch but this time using an ecorche for body reference and using a photograph of a female model.
I was hoping I could get some critiques and advice on what you think whats good whats bad. I recently got told that more of the detail can be added with ZBrush but I don't have Zbrush and I can't afford it so my closest option is Mudbox.
This was my first attempts and references i used
My second attempt and the reference i used
Replies
so I was told last time I posted here on polycount that I should use a better reference and when I asked if a ecorche would be better I was told it would be a lot better so the second 3 are the ecorche that was recommended and screen shots of the final model
I bought the full version of the tutorial that's not as quick and shows the whole process. but even in the full version, he doesn't show how he turned the triangles on the breast area into quads
but here is a link to his video and channel:
https://www.youtube.com/watch?v=jZekghp78x8
Here is some screenshot of the model from orthographic views.
One great thing about working in Maya is you can do the quick rig to test things out very easily. So if you are wondering, will a 6 sided pole be an issue right here? For a humanoid character it's so easy to test it out within just a few minutes.
I'm trying to practice my character modelling to eventually start a career in games or animation and when I was at university we didn't really work on the fundamentals with topology in regards to characters because we had 2 lectures working on their own projects during class time and occasionally taking over our models and telling us what they did. what's worse is they left without us knowing so I'm reaching out to get help...the character was originally in the A Pose and I was told on Discord i should put it in the A pose but will I was in university I was taught that it had to be in the T pose to make it easier to rig and skin.
Im sorry if this seems long or essay-like
Update..
I've been working and reworking on the body mesh but I'm still not sure if it's good or even close to okay to okay for animation as I mentioned earlier. I have tried to make the corrections that were mentioned and carried on looking at photographic references to help me. one of the changes I'm sure you will see is I have added divisions to the mesh and i have slimmed her waist so the body has a more noticeable hourglass.
The part of the mesh that I feel like I'm struggling with, even with the references that I have is the face or the head as a lot of the meshes that I have seen some they look completely different to mine while others have a bit more topology in the back and from some angles it doesn't completely look feminine. So I'm not sure if the topology is okay for animation.
but I feel I need to do this and ask all these questions and keep posting if I'm going to learn or improve. I took your tweaks that you showed in the Gif and I was contacted on Discord about the model and given some advice for my base mesh by using a scanned photo reference. So far I got a green light from them and they have said that the mesh looks like its good enough to animate or to start rigging now that I have worked in theirs and your tweaks