starting a new anatomy/basemesh, but it's a bit different this time. last time i built an anatomically correct mesh, it was quite high poly (for me), and was built to show muscle flow etc. this time i'm building one that will be proportionally correct, but still designed for game purposes.
the head so far:
let me know what you think =]
p.s. i used that skeleton from seforins thread.
Replies
It's a nice start but I'd re-work those ears and make him more of base mesh (as in don't move towards a body builder look on the bust).
Eyes look a tad high up, or maybe the top of the head isn't quite high enough. Usually eyes are placed about halfway between the top of the skull and the bottom of the chin.
Additionally, the shape of his jaw from the side view looks quite odd, I'd expect it to be more horizontally aligned, right now it seems to curve downwards to a VERY pronounced point.
Neck looks rather too wide at the front too.
Mostly minor crits though, the mesh looks solidly built, just needs some tweaks to give it that extra level of quality
Keep it up!
I'm not a good modeler by far (I'm going to ask for mayor crits to a female head/body I've been working on soon here myself), so please take this as it's meant, as what I think I see.
The red-lop can actualy have a few variations in it. It can be like in the pic (a big circle), can go from the top into the nostrils, or their can be a separate mini-loop that goes into the nostrils from the bottom and connects at the upper part of the nose bulb. Depends on what works best for you I suppose.
thanks for the paintover hurtz.
lots of update after a couple hours working on it last night before bed time (lol bed time...)
sorry if that sounds snappy, but from my point of view, theres a difference between knowing what works for you, and what works best. and since i've tested this, and it works, then it's not a "wrong" way for it to have been modeled.
balls to that theory johny...
the only thing really "off" is the back of the head, which is an easy fix. the rest fits just fine.
as for the rest, i thought having at least some form of fatty layer might be somewhat important (i have an xray of my head, and the difference between the shape of my skull, and the skin around it, is really weird...)
edit: i'm not trying to be deliberately argumentative here, or to say you are flat out wrong, i'm still tweaking and moving things around. but i'm trying to get across my reasons why things are like that, if you follow.
i'm just trying to figure out why the legs look borked =/
1) Your character is 7.5 heads tall
2) Some modeling issues. Its not just bones that give the body form, but the fat and muscle underneath. Get references of actual people, don't just model around the skeleton.
3) Its most likely where-ever the person that Seforin got the skeleton from may have originally gotten the data from a body scan. The fact that they modeled the hyoid bone, and some minor details on the skull leads me to believe this. While these scans are anatomically correct, they are based off of whoever donated their body for it.
And...also. Like you said, the mesh shouldn't be right up against the bone. There's fat and muscle underneath that give it different form.
So, I know this is probably too late, but here's an image you could use for reference (in cleaning up this model, or for future models):
It's a nice layout of great topology for a head, could really help out in visualizing how you want to lay your own polies down.
I think your topology overall is almost there, you really just need to tweak a bit more. Like Illusions pointed out, I think you need to start pulling your verts out to indicate the muscle and fat more. Right now the face looks like the skin is stretched across the skull-- space it out more to show that it's not saran-wrapped around the bones!
Plus, the muscles down the side of the neck (Sternocleidomastoid) goes from under the ear down to that center notch at the base of the throat/top of the chest. Right now, yours is starting from under the jaw. Move that back to the ear and the model will look way better. I think the neck's definition is fine, even for a base mesh (you can always tweak verts a little to suit later needs).
As for the legs, they are too straight up & down. From the front, they should look they sort of curve from the outer hip to the inner knee. Topology should always follow muscle AND bone structure, in my opinion, regardless of the output (game, film, whatever). But that's just my opinion, take it as you like .
From the side, the legs should curve back from the front of the hips to the back of the knee, then almost straight down from knee to ankle. I did a quick paintover on Dabu's Asian Goth Girl, take a look at that to see what I mean:
The same method applies, it's only more exaggerated in women than in men. Looking at the side, I'd say bring the pelvis forward a little (so the abs look a little more up & down), and the knee back, so the arch of the foot is straight down from the ear. The arch is ALWAYS directly under the mid-section of the head-- that's where a bipedal's weight is planted, for optimal balance.
Damn I wrote a lot. I hope this helped-- it's all suggestion, so take what you need from it. You're on the right track, in my opinion, so keep it up!