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Low/Mid poly body criticism

Just practising with overall female body layout and topology, looking for crit's on all of it, mainly areas where I should clean it up or what I could do differently, hopefully looking to rig once finished :D

I'm aware of the elbow join not having the correct set up for animation, mainly focusing on the body and upper arms for now. Centre of the body will be made thicker too.

bodymodel.jpg
bodymodel2.jpg

Replies

  • Bombshell
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    Bombshell polycounter lvl 10
    well I'm not an expert but a lot of the loops in the body look \/\/\/\/ which isn't good for UV mapping, animating or form. you can see it in the back view where the rib cage looks like its dented in.
    Make sure your loops stay as smooth and flat rings as possible. The stomach ring is counter effective, their usually used to maintain a realistic form at for less poly but in your case it'd be more effective just using plain loops and normal mapping a higher poly.
    if you look at the detail you've put into the abdomen it wouldn't show any different from a normal map at near all angles.
    And anatomical wise the hips should not appear wider than the ribs unless the model is of a heavier person, by the dip int he waist this doesn't seem to be the case.
  • ShadowFox
    Awesome, will sort the loops out to be much smoother and sort the other bits now :D thanks bomb!
  • ShadowFox
    Something along the lines of this?

    bodymodel2-1.jpg
  • Bombshell
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    Bombshell polycounter lvl 10
    the form is looking much cleaner but now it needs to be shaped a bit more, by the looks of it you want kind of an hour glass shape. get the rib cage a little more rounded curve and a similar shape into the hips.
    I found this which could be used as a good reference
    istockphoto_10144475-female-anatomy-3d-body-muscle-skeleton.jpg
    as you can see the curve around the hips is more rounded..
  • ShadowFox
    Right, went over it all again after some more practice, if there are any methods for creating the bum that would be great, cant seem to get the curvature well enough, decided once this is decent enough, will do some anatomy practice within z-brush/mudbox.

    1.jpg

    side note: for character creation within an engine, if the character was to have changing clothes very similar to the way Assassins Creed 2 does it, does the whole model get replaced (body with modelled clothing attached) or do they just have several instances of clothing to attach to the model?

    cheers :)
  • MoreDread
    usually the whole model changes.. having an actual nude model under the clothes would make it hard to avoid clipping issues and waste precious resources..

    i think in assassins creed there is a base model without the armor parts, and each part is a seperate model which is added on top of it, tho

    some other games do this as well, mainly RPG type games.
    sometimes the models are split up into head, hands, feet, upper and lower body.

    it depends on what you're going for.. if you have 3 different sets of clothing you want to be able to switch.. then i'd suggest using 1 complete model for each.

    if you wanna be able to mix and match different shoes/pants/skirts/shirts etc then you need to model each part individually ... and several versions of the body underneath it. (as described in the RPG example)
    (ie for a skirt you'd have to have the whole lower body underneath it, when using pants the lowerbody shouldn't be included underneath it..)

    this is rather tricky to do and i suggest you focus on just getting the body done for now, then worry about 1 full set of clothes.. this is quite alot of work already and it doesn't really make a whole lot of sense to plan ahead much further right now.
  • ShadowFox
    Ahh awesome thanks MoreDread :) I was just curious, mainly learning body topology in 3d at the moment, I was just curious about how its mainly done so that when it comes the time I want to fully make a character with clothing, I would have the knowledge on how to proceed without wasting precious time :)
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