Im trying out some stuff at the moment. mainly just practicing .
This started off as a topology study for game type res models.
But i got into the details and wanted to make it for smoothing , now im thinking i might photo source texture a low poly version and use this to generate some normal maps.
all the same , im posting here to soo if anyone has some good ideas for how to describe the surface bone structure around the sternum just below the clavicle. lots of girls (including the ref for this) have pronounced bones in that area. but finding a way to describe it in a clean mesh flow is proving to be a problem.
anyone have and ideas / comments?
Erik
Replies
Great topology in the upper chest to the shoulders and the arms.
Those tits are either prepubescent or false.
Good to see the kneecaps separated from the knee joint, a fact many people miss.
For the level of detail, there are too many polygons in the legs that are not really holding the shape. THe feet are being overwhelmed.
The shot is very distored.
Last one turned out great. Cant wait to see how this one turns out! Now you get to use all of your knowledge from last time on this one.
Its looking good, but the "dent" in the center of her stomach looks a bit too pronounced from thie angle
I see no belly button
It looks like the clavicle goes to far out into the shoulders from this angle. At least that is where the flow of the mesh is going...
Anyways, some other angles and the smoothed version would help me with crits..
I have left the belly button and mid chest areas in the hope somone has some good ideas for topology and mesh flow in those areas. theres also a lot of detailing to do in the face.
aesir you may be right about the clavicles spreading to the shoulders slightly too much.
Another 12 year old? I now know why you were chased from Leeds by those shotgun weilding gangs.
Great topology in the upper chest to the shoulders and the arms.
Those tits are either prepubescent or false.
Good to see the kneecaps separated from the knee joint, a fact many people miss.
For the level of detail, there are too many polygons in the legs that are not really holding the shape. THe feet are being overwhelmed.
The shot is very distored.
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Rick your post made me laugh. However this is what a 30 year old Japanese woman looks like.
artists learn and strive for graceful, near-"perfect" proportions but in reality people just don't conform to them. thermidor seems to like to model a certain kind of female, and i'd rather him continue to do that instead of making another based-off-a-supermodel clone. she's perfectly healthy looking--some women are just very slight. that is not the build of a larger woman who has been starved, that is the build of a woman who has always been slight.
and rick, how are those breasts shaped anything like implants?
if you're going for the anorexic look, good job!
The shins will be fixed , they do look rather uncomfortable at the moment.
any comments about the topology stuff?
Anyways, i think the model is nicely done and i'm really curious how the final version will look.
ive done a quick texture on her ... not much detail yet, i probably need more contrast in it ... or just random details.
still no hair eyes teeth tounge. and i will probly cut some more faces to add more definition. the hips thing im gona look at .. its only shifting a couple of verts.
i didnt think she looked like a cripple.. but hey maybe a freek, my modeling isnt as good as it could be.
Im actually thinking i might enlarge the hips and boobs to make her look a little older, but maybe its just the texture lacking detail.
Did some material tweeking , way too glossy at the moment though.
http://boards.polycount.net/showflat.php...true#Post31988.
sorted the skin shader out a bit. looks slightly better.
I know 20+ year old females with these proportions.
Nice modelling, Thermidor, you have a strong grasp of anatomy.
Maybe increase the cup size a little and add a bit of gravity to the breasts, might make her seem a little older (although there's nothing wrong with how it is now - but it should shut the whiners up).
Keep it up!
@Thermidor - i didnt posted a thing to your first "18+" year old model but now it looks like you have fun tweaking the little girls - you little perv ;p.
To make that clear - imo being mature has not much to do with how old you are or have to be by the law BUT posting pics of a girl which looks that young is wrong isnt it.
You made her that way Thermidor and i dont like it.
Ethic someone, no ... ok have fun.
edit: totally bluefish here - read english write german = not good.
For example, Anna Kournikova. Oh noes, she doesnt have fat titties...
The proportions are perfectly fine. If you feel like trolling, log on to some Naruto forums.
My only crits have been mentioned before, basically the breasts are a little too perky for standing up.
The camel toe IS unnecessary, however.
Thanks to the people that have tryed to keep this on topic.
I wonder is i would be confused for a necrofiliac if i made a model of a zombie with genetals.
The hand joint looks kinda strange, the hand seems to be rotated forward a bit but the arm doesn't. The hand joint doesn't rotate in that direction, it's all the work of the two forearm bones (don't ask me what they're called in English...). Maybe it's just the perspective but the toes also seem off, their bases seem to form a straight line, not a curve.
having said that , most of the time we dont have our hands up in the air , so it would be nice to design mesh flow to just sit as normal.
Ive fixed some mesh problems, and then went and put the standard poser skeleton in behind the mesh (to check position of joints etc) and it all lined up perfectly first time, just a few ribs poking through and the shoulders were slightly higher up on my mesh.
So i started a new rig to fit all this together and now i have fixed the old problem i had where i needed an extra arm skeleton to control the bind skeleton. now i can do it without.
Im now hopeing to use some fancy muscle stuff in making the troublesome joints deform well without blend shapes by leaving the geo skeleton in and pinning the muscles to it.
The rig dosnt yet have any SDKeys or expressions to control the spine/neck. but its less breakable than my last and im a happy chap.
the Rig is really coming along. most of the stuff i wanted to be automated is now , and some shoulder deformation problems were fixed with a pole vector ik constraint to a locator, alowing seperate "keyable" rotation of clavicle and scapula. ive still got to get these to follow the movement of the arm... but this isnt going to be as much of a problem as it was before.
Still alot to do in the mesh , like eyes hair etc.
plus there is probly too much movement in the scapula at the moment.