I'm modeling a generic man to get better at modeling muscles and anatomy, as well as getting used to working with more polies. Please critique the hell out of my stuff, I am trying to work up a portfolio to show to Tiburon EA down in Orlando so I'm planning on modeling Superman (lame) and Lobo (da main man!) and maybe do an animation of them duking it out
Here's my starting point, an arm
also, how many polies should the fingers be? I'm used to doing cubes turned about 45 degrees so the edge is the top of the finger, etc...
(if you're wondering about my flaming skeleton guy, he's on hold)
Replies
The model:
- You have some crazy lines going there. It seems to be kind of messy and if I was getting this arm to rig I would either kick it back or fix it (depending on how much time we had).
- Try to work in squares or triangles, sure its ok to mix and match at times . BUT things will look alot cleaner and have a better chance of deforming properly, if you stick to one or the other. I am sure the mesh looks LESS chaotic without the wires but really the wires reveal on hodge-podge method of construction.
- The elbow has a good siloette but lacks a piviot point. Think of the elbow as a bellows
I did a quick paint over and example of how I would chage the elbow joint and clean up the wireframe. There are more changes I would make to the exsisting lines, but I only had limited time, so hopefully you get the idea? Off to a good start, just need to clean it up a bit
Looks pretty cool to me.
Some of the issues might be from the image I'm working from, I can't remember what anatomy book it is from but the figure is based more on the classical greek figure that slightly exaggerates some features.
I've been slacking off the last few days, I'll get some more work done tomorrow.
Here's some work on the legs today. I was going to post the ref pictures but I couldn't get to the boards this morning, so I'm posting from work. The calves are a bit odd, it might be obvious what I'm using for reference by the shape of them.