Hi, this is a character I'm working on for a university project. I'm going for a sort of realistic/stylish meld, which is why I've gone for more muscle definition.
I'm new to XSI so this has been good for getting me used to the hotkeys and workflow so far. I'd appreciate any comments/constructive crits
Now if only I could find that damn fastskin shader and get it to work in XSI...
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My main crits at the moment are the upper arms are way too short, the forearms are probably a bit short too, and the muscles running diagonally down the pecs towards the armpit are positioned very weirdly, they should taper more, and end closer to the front of the armpit, at the moment they're going far too low.
Also something to consider is that if this is a Shaolin monk, is he going to be of oriental origin? If so, you need to re-work the nose area, that's a very caucasian nose there, and in general the bone structure of the head is giving a very caucasian appearance - is he meant to be oriental or asian or what?
Looks like good modelling so far apart from those points, keep it up.
http://blog2.fc2.com/t/tkrock/file/br.jpg
Try this, it illustrates pretty well what's happening with the muscles at the front: http://www.easygym.com/muscles/epaule-grand-pectoral.jpg
I lengthened both upper and lower parts of the arms, rebuilt the pectoral and also raised the lower part of it.
I said shaolin monk(ish) as that is the closest thing I could think of to what is in my head hehe, I've still not decided if he is going to be oriental or not. I didn't put too much detail into the face so I could easily change it once I finally decide.
Anyway, update:
Loomis often draws the male form with the navel at the same height as the elbow, but it is in no way a "reference" point since navel height varies quite a lot depending on torso size from person to person. It'd be better to say that the fingertips fall approximately halfway down the thigh, and remember that the forearm is a little longer than the upper arm, and use those ratios to get the length of the arm.
It's also worth noting that on females, the belly button is lower in relation to the torso, than it is on the male.
That said, the upper arms are still too short on this model, unless the man is around 5 feet tall, in which case they're probably close to ok. It'll be easier to judge when he has legs and hips, but I'd definitely lengthen those upper arms more. Are you using any specific reference? If so, can we see it?
Nice work so far Lupus - it's looking good volume-wise, and the pecs are much better now, I'm assuming the mesh is good since it seems to be smoothing well (although wires are always good for crits ) just keep on working on those proportions.
Anyone know how to do a decent wireframe render in XSI? I've followed a tutorial for the toon shader to do a wireframe but that didnt' work, and the viewport capture of the wireframe means you can see through the model (and so the wires at the back) which is a bit messy to look at.
EDIT: Ah, figured out something. Not perfect but hopefully good enough....and just realised I did this before lengthening the upper arms <smacks head>.
Not smoothed:
Smoothed:
Mop: I had thought my elbows lined up with my belly button, and sitting down, they do. But I just went and stood in the mirror, and lo and behold, you're right. Actually a few inches higher. I learned something today!
Cool Lupus.
Good call on the hands EmAr, something had been bugging me about them and you spotted it
Anyway, I've done more tweaks, curved the hands and started working on the trousers. I just realised when I rendered that I need to fix the ulna at the base of the hand (gah).
For some reason, and in no way am I capable of modelling such great work myself, but for some reason The palm of the hand seems to bug me a bit- maybe my muscle is just big or something. But it just seems to be too flat for some reason. Just looks like his hand could use some beefing up a bit.
Edit: Oop, guess it's been said (stupid me)
Still really like it though!
P.S. I have a torso like that, but the face of a horribly mutilated wookie...
good work
I did some fiddling.......with the head I mean...err of the monk...face...
<ahem> anyway, I shrank the head slightly And have nearly finished the feet now.
@Ruz- maybe that could be because the hands are aligned with the forearm and not bent inwards? It's seems ok when I look at it in the program (exept for the bone I mentioned earlier). I'll faf around more with it anyway.
Excuse the crappy basic materials, I'm also still working on the sash (and will make it more wrinkly).
Keep in mind that his arms are actually bending forwards too, so they will reach further down than if the arms were just hanging down the sides in their current shape.
There is a definite hint of his thigh musculature, but none of his calves. You need big calves to do acrobatic monk-fu!
Looking good!