Hey guys. We're going to work on the human figure of a male this term. I will be working on parts each week, and I want this to be perfect.
My goal is to achieve a super realistic, anatomicly correct and non stylished High Poly model of the male figure, which could also serve as reference for other people on these boards.
I'm planning to put a lot of time in this, so I'll be asking serious comments and crits every week. Today I've blocked out the proxy model, to rough out the main proportions. Shred it to pieces, paint it over, crit the hell out of it.
I've rotoscoped the model from reference pictures though, so I think I'm at this point still fairly good. But please let me know all things that should be different in this stage. Crit away! (This weekend: The torso)
Edit: The line in the middle of the cranium, serves as an indication for the tip of the nose. It's not the eye line.
EDIT: Second try @ Proxy model after applying comments.
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all joking aside, thats a pretty good starting point, the biceps seem... largish, but I imagine thats the kind of thing that will be tuned as the model progresses. I'm looking forward to seeing how this turns out.
Is deformation for animation important to you on this project or are you sticking with statues for the low poly?
His small rib cage makes him look some what female, so do his hips. Posing his feet apart, and making the torso a bit bigger might help.
looking cool, i'm just nit picking.
JBoskma - It's all relative but there's been some good points so far. My tuppence worth is that the arms girth (thickness) widens too much from elbow to shoulder looking at the side view. That will change if you shrink the chest cavity a bit front-to-back. I presume your're using loomis already? Since your wip model fits over his pretty well.
I absolutely agree with Poopinmymouth here, you really wanna sort out the underarm and shoulder connections, even at this low level of detail - the lack of armpit, and the weird shape of the mesh at the upper back and shoulders, is really not a very good starting point for further work.
Sort these issues out and you should be fine to continue!
Cholden: 4 sided arms and 5 sided legs yes. You suggest changing this? I will change the pose of the legs a little bit. And work on the round shape. thx
Poop: Thanks. I will work on the elbow and shoulder area. You have any suggestions to enforce your comments? Like adding an edgeloop within the 2 quads that form the back of his elbow area (lower / upper arm)?
KRakarth: I think your right, though I used a different picture from Loomis. THe one gman used, and as you can see there's a lot less of a significant hight problem there. I will look better into the problem we're having here though. Thanks
GmanX: Thanks mate, that's the ref I was using indeed. Thansk for the suggestion on the chest and arm.
Mop: Roger, will do. =]
Thanks a lot for all your replies so far people. As I can read from your comments, the main problems so far are in the elbow and shoulder area. The upper arm seems to short, and the topology in the shoulder and elbow area needs adjusting. If anyone would have any more specific examples on the meshflow within this area as how it could / should be in this state, they are very welcome to post that. Updates soon.
even though it's an exercise, I'd work on the shoulder topology and put more subdivistions where it's meant to be animated, shaping up the mesh for the animation from the very base mesh is always better than tweaking after.
I'd also give him a t-pose or something close, this will be easier to define armpits, arms, legs etc.
good luck on that project highpoly anatomy is cool
copying a flat shape of reference, honestly, will teach you very little because you will subordinate yourself to a flat 2d shape, and once you'll start pushing things around you may quickly lose your proportion because you wouldn't know what the heck it is you're trying to push..
see your hands for example don't work very well, because the wrist is wrong. that wrist is in fact the 2 forearm bones, how they articulate with the hand bones and how they are posed. you gotta figuer all that shit out if you wonna get the hand right. there's nothing in the wrist, essentially except them 2 subliminal bones and some tendons. your wrist should directly take the form of those 2 bones, and if you don't know how they sit than you just have to study your anatomy and figuer it out. superfacial representation (like your ref) looks fine on first glance but it will only get you this far. there are no easy short cuts here... human form takes years to study.
loomis has some other pages where he shows how to simplify the human form, bone to muscle, simple to full figuer. you might wonna work with that.
Shotgun: I've learned that creating a skeleton and doing the muscles over em might be great practise for your understanding of the human anatomy. But I think that understanding the oreign and insertion of every muscle is a lot different the understanding the forms the muscles create. How those forms affect the final surface and how they add weight and balance to the character, right?
I have a lot of reference paintings, photographs and photos of sculptures for every part I will be modeling. Still that's all 2D, but I don't want you to think I will be only using the first simple loomis doodle Gmanx showed us allready.
When I will pose the character out in a T-Pose I will work on that area though. Thanks for your time though. I hope you will keep posting your thoughts in this thread, as I believe you have very good knowledge about this all.
Spider: Though the model won't be animated, I will be aiming to create something well deformable and animatable. You aren't the first to say something about the pose, so I will repose him into a T-Pose.
Thanks so far everybody, it's really helpful.
so basically, if your goal is to be able to understand the figuer so you could draw it, then go draw... and in that case (which i may have been too presumpteous to believe was your intention) you DO need to know the insertion points of the muscles.
if you just want to get cool results in 3d, keep doing what u'r doing, because your visionary ability really doesn't matter. although, still, your work will never hold the same strength as your no.1 kscott... and i think ive told you that b4. do you think he doesn't know the insertion points of every muscle? the structure of every boney mechanism? the location of every organ?
i used to think that was just extreme.. but now i know i was just a. ignorant b.lazy c.horny
its important.. its fundemental.
DAZ, who posts here, has a great grasp of anatomy too, and u can see that in his work as well. its rock solid.
this is all from my personal experience man, we are all different peple and have different dreams.. just make sure you make the honest choice.
But hey, atleast i had alot of fun with the anatomy books (and still am). You learn a lot of useful stuff
good luck with the model, will be interesting to see this shape up.
Seriously, the main reference I used for learning anatomy was myself, sometimes along with a mirror. Besides it's a lot easier to figure out anatomy and form esspecially in regards to deformation if you can move and feel your own set of muscles and bones.
As for your model specifically Boskma. The areas that bother me most are the croth and the shoulders. The croth is one big mess, he seems to have a 'package' exactly where the cavity between the genitals and abdomen should be, I think modeling the space between the legs where they join the body up front would fix that mostly. The shoulders are odd because there aren't any, the upper arm is simply connected to the body as if it were a hose. I'd also model the arms in a 45 degree angle, personally. Good luck man!
http://www.cdmedia-studio.com/anatomy_anim.html
a healty combination of both your own body and anatomy books and reference is what i would recommend
It's people like you that make me look at my own stuff and be like "...what the fuck is this shit, its crap."
Looking great though man...I can't really comment on anything without being redundant, but just thought ud like a compliment
I've found a new passion though: The human body, for all what it's worth.
your rib cage bulks-in too high.. and i think thats because your pecto muscles sit too high, and i think thats because the pecto doesnt sit correctly on the rib cage... which brings us back to the skeleton. thats the problem with anatomy, one mistake leads to another, and the more fundamental your mistake is (as in, its wrong skeleton structure not just misplacement of muscle /form of muscle) the more critical are the consequences.
find your boney landmarks, i dont see any... its all too mooshy. mop's example of daz is a good, delicate demo... but for this id suggest making them more obvious. where are the clavicals? the front point of the thorax cage? the scapula? the crest? etc.
figuer those out before u place the muscles..
i dont know why im babbling anyways, it should be daz posting here not me.
where is the bloke anyways?
showing off his cali accent, surely.
JBoskma: I just remembered this link to Daz's highpoly demon guy, his anatomy seemed pretty awesome to me. Maybe worth taking some pointers from.
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Book-marked.
EDIT: N/M, needs way more work first.
super realistic, anatomicly correct and non stylished
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I've never seen a guy with an under-ribcage line that deep or defined in real life yet
Not even bodybuilders have a curving line under their pecs like that. I certainly don't, and I doubt you do - look in a mirror!
Basically, if you want "super realistic" and "non-stylised", you wanna sort out that area as soon as possible, because if you leave it like that then continue to work in more detail, the problem will always be there.
Focus on getting each detail pass to look as realistic as possible before going in and adding any more.
Edit: Quick paintover animated GIF. I went a bit overboard, but you should see what I mean about the ribcage curve underneath the pecs - it shouldn't be there.
Basically you said initially that you didn't want a stylised model, and you wanted it to be as realistic as possible - your current model still looks stylised and not as realistic as it could (note the silhouette outline changes I did too).
Updated paintover to take shotgun's crits about pec height and such into account (slightly screwed the perspective in my painting, but you should still get it, i think):
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super realistic, anatomicly correct and non stylished
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I've never seen a guy with an under-ribcage line that deep or defined in real life yet
Not even bodybuilders have a curving line under their pecs like that. I certainly don't, and I doubt you do - look in a mirror!
Basically, if you want "super realistic" and "non-stylised", you wanna sort out that area as soon as possible, because if you leave it like that then continue to work in more detail, the problem will always be there.
Focus on getting each detail pass to look as realistic as possible before going in and adding any more.
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well, the thing is mop (and u too jboskma, if u r actually listening to any of this), its not a line, at all. lines dont exist. and that type of simplied, arc-line that represent the split between the two parts of the rib cage, is so much far from the actual, anatomical structure of things. when u draw it, u only draw the line of the rib case, because IT IS that simplified arc that u often see. however, mst people dont realize that and they just draw an arc, like jboskma here. again, once u place your skeletal structure underneath, everthing easily falls into it, just like puzzle pieces. its not that difficult *SUPPOSDELY
but you first have to stop thinking in terms of line and actually understanding what they represent, because lines are only representations other artists have made before you. the "why" is very important.
well, the thing is mop (and u too jboskma, if u r actually listening to any of this), its not a line, at all. lines dont exist. and that type of simplied, arc-line that represent the split between the two parts of the rib cage, is so much far from the actual, anatomical structure of things. when u draw it, u only draw the line of the rib case, because IT IS that simplified arc that u often see. however, mst people dont realize that and they just draw an arc, like jboskma here. again, once u place your skeletal structure underneath, everthing easily falls into it, just like puzzle pieces. its not that difficult *SUPPOSDELY
but you first have to stop thinking in terms of line and actually understanding what they represent, because lines are only representations other artists have made before you. the "why" is very important.
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Shotgun, reading you first sentence, makes me think that you think I don't care about what you and other people are saying in this thread. I really want to let you know that this is not the case. I grant high value to the polycount boards, and also to your posts, as I can tell you seem to know this very well. So please don't think I'm an ignorant guy or anything, I read and try to use all the useful comments here.
Now about the model. I started over. I decided that I hate box modeling, and that I'm way more comfortable with patch modeling. I think I'm getting closer, here's another take at the torso, comments welcome.
http://www.hot.ee/ttdr/AnaFig_Side_001.jpg
http://www.hot.ee/ttdr/AnaFig_Front_001.jpg
This figure you can buy if you want to, cant remember how to find it tho.
http://www.hot.ee/ttdr/AnaFig_Back_001.jpg
http://www.hot.ee/ttdr/AnaFig_Side_001.jpg
http://www.hot.ee/ttdr/AnaFig_Front_001.jpg
This figure you can buy if you want to, cant remember how to find it tho.
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uhm hardcore ...
Basically I took your first post to mean that you wanted to create a super-realistic, non-stylised human male ... personally I think extreme bodybuilders are a "stylised" form of the human body, and I think it'd be more beneficial and impressive if you actually modelled a more realistic "average" guy... since then you can't be blatant with muscle placement and shape, you have to be subtle but accurate. IMHO this would be a better way to go.
Also, ribs don't curve like that
This looks like a better start, indeed, but I'd just like to be clear on what it is you're trying to make before we can crit it further. There is a huge difference between modelling a realistic bodybuilder, and modelling a realistic average human male.
And the hole in hes groin, wtf is that supposed to be???
The belly button is far too low it should be just below the waist/ elbow....(male belly buttons are lower than females but still close to the waist line)
Anyway besides all that its looking pretty cool so far, I like what you're doing with the arms....I must get around to doing this myself sometime.
thread is favouratised, I think its a great learning idea for the whole community.
Look at your own torso and feel around, I doubt you will find any real reference to back up the 10 pack (8 pack + ribs),its also making your whole torso too long becase of the extra row and the belly button is stll far too low, it should be 1 row up..read some anatomy books and they will support this. I know in your eyes its looking cool and you dont want to change it but trust me it will look a whole lot cooler when its right...i see this mistake all the time when people start drawing comic art or anime hero's.
I agree with what people are saying here about the ribcage line, it's just simply not apparent on natural anatomy. I've studied anatomy for a while and the only time I've see the ribcage come into play is only when the body is in extreme poses, such as the bodybuilder 'pose' the vacuum, or exscessively sucking the stomach in. I built up a base mesh for Zbrush recently, which has anatomy built in, for personal reasons, I don't like to start from scratch each time I sculpt, that may be of use, admittedly it's probably not as sculpted as you may like (hell, that's what zbrush is for! ) but it may be useful or not ?
You can download it from the Zbrush forums in .obj format : -
ZBrush Forums Download Link Page
Regards
It's just not the same as a photo or a video or even looking at a real person. Other artists make mistakes or choices when representing the human form, and if you're using artwork as your main reference, then it's going to turn out wrong.
Do yourself a favour, instead of buying art DVDs, buy a subscription to 3d.sk and download all their male photo reference sets. That way you have something real to work from.
Sorry, didn't mean to dismiss your efforts, the base mesh you have there seems very useful, and you've done a great service to the community by offering it for upload