Hey guys this is another project I'm working on at the moment. Im looking into how musle systems are used in next gen games for my FYP. Basically I want to try and simulate muscle deformation by any means nescessary in UT3. If anyone has tried this before can you let me know how it went please? There seems to be little infomation about it on the net.
Heres the concepts so you can get an idea of the style im going for.
Original Concept
Front Blueprint
Side BLueprint
Replies
I decided to make the traps smaller, might change them back. I also longer boots to give the character better proportions. The skeleton beneath the mesh is Epics Male skeleton for reference.
Currently I am re difining the muscles and ading detail to the boots. Ill post another update when I have more done
Cheers
Heres some more progress. Ive been really ficusing on getting the anatomy correct. I really strugglled on getting the back looking real rather than one big but crack...literally..it went in way too much haha.
I should hopefully have the anatomy finished today so that I can start the fine detailing like the skin surface and the tears in the serratus and external obliques muscles aswell.
If anything doest look, feel free to oint it out and ill try mending it
Nice big improvement on that musculature so far, and as you know it can still do with a lotta tweaking, supposing that the anatomy is based that off a mans.
the front looks generally okay, but it's the back view that looks a little too busy to me. Specially say from the triceps to the elbow. I'd suggest blocking that area out before adding the ripped details. I'm no sculptor but perhaps this image might help you. Your Pectorals are a good example of how the muscles should turn out, if that makes any sense to you.
Keep it up!
Thanks for the feedback guys , since the last post I have really spent time addressing those issue with the anatomy. I am now in the process of retopologizing it.
Im really trying to model the edgeflow around the major forms. You may wounder why the body has the same amount , if, not more polys? Its because I want as many edge loops on the body for the muscle deformation.
Theres a large amount of pinching beneath the arms and where the horns join on to the head. I dont know if any of you guys have had this before? I think that itll be a case of smoothing it out with the smooth brush when it is finished.
As for the muscle simulation itself I am going to create tweo sculpts. One Flexed and one relaxed. Im going to play around with skin fx to see how i can get muscles to deform beneath the skin and create a clean simulation of muscle deformation.
Im open to any crits and suggestions if you may have any \o/
Im basically going for a aztec stlye. The boots need re working aswell.
His forehead looks disturbingly small.
The boots are on there because hes designed for UT3 and when fitting it to the skeleton it had to be devided into 5 chunks. As for the dorehead it looks small at the moment because the skin hasnt been drawn in over the bone like horns. I didnt want it to go skin , BANG horn....but I think you might be right though. Once I have retoped it ill add in the skin details etc.
Thanks for the honest feedback though
But you need to do a lot of work to bring this straight.
thing is you started on the wrong foot. with a very unbalanced concept.
this anatomy image that was posted later won't hep you much really.
look in zbrushcentral.com i am sure you will find plenty of good examples there.
The arms are too short and thin compared to the rest. Atrophic.
The boots as mentioned look to heavy and bulky for him.
There are lots of issues in almost every area.
Perhaps you would like to emphasize a bit more on the horns.
Silhouette wise they look close to hair. perhaps you should pull them back a bit to give more of a "ram" feel to him if that is what you were trying to do.
If your plan it to learn the tool continue, but if you plan to make a proper model i would suggest you start with a more appropriate concept.
QUICK AND DIRTY TIP : something you can try is take a screen cap of the model you are replacing, and paint over the concept so you match proportions easier and on target.
I have finished the other modules that I had to do alongside this one. I recieved alot of criticism for the overall anatomy of the character.
Here is an update of my efforts to fix this problem. I also have to re address the amount of armour that is distributed throughout the character as it seems unbalanced at the moment with the large boots and waist peace on just skin.
Let me know what you guys think
Thanks
I need a IK skeleton for my project so that i can rig my character to it and experiment with morph targets
Any help would be greatly appreciated
Thanks
I have been battling GoMax all day as it seems to scale my model up all the time . The next issue i face is finding out how to bake the diffuse texture from the high polly onto the low poly if thats even possible