**current project, game models, status - fine tuning **
nice to have a place to put your random stuff !
was inspired by alt asa's concept art to do this first zsketch..
linky to thread
http://www.polycount.com/forum/showthread.php?t=88775&page=2
its a bit too smooth, but it is just a sketch, it would probably try to make some jagged greebly border around things if i took it further
Replies
SCOTT SPENCER!!
and
ANDREW LOOMIS!!
these guys are gods of human anatomy as well as teaching it. Google it. You'll find free PDF's of Loomis and there some great sculpting books on Spencer. REEAAD THEM AAAALL
i know of loomis, not of spencer. did a quick check ill look into it more.
human anatomy is great because the more you do it the more sick of it you get and the more you want to do a :
you can add more rounded mass to the vastus externus, hint more at the satoris taht sweeps to the back of the tibula, note at the muscles on the inside of the leg are low, and on the outside are high. This is opposite for the ankle and calfs, where the inside lower ankle is higher, and inside calfs are lower.
the rear angle shows you have hinted at the glut medius and maximus, and maybe the tensor fascia latae(thing), but concerning the hip area, study a little more on the Landmarks of the pelvic(wide point, high point, and re entering angles), then relate them to the muscle insertion points(dont worry thers only 3 groups of muscles to learn). This will ground your leg muscles more solidly. textbooks will reveal most of this, jus remember learning the skeleton gives you a grounding to where the muscles lay . As muscles vary so much, skeleton landmarks are paramount.
a good start so keep studying to go pro!
squir , thanks for the tips i will probably do a few more leg studies soon i appreciate your feedback a lot thank you.
this was the ref i used for the last sketch
one thing ive been very curious about lately is essentially the physical mechanics of muscle grouping in any kindof animal. basically for a given type of action in an appendage or torso or whatever, what kind, and what sortof grouping of muscles should you expect. im sure there is an area of study concerning this but i have no idea as to the name.
basically i need the practice of not just human anatomy but all sorts of animals since i will have to soon start working on designing creatres and need to know more the theory behind why muscles are placed where they are so that i can make arbitrary weird things. thanks again.
other groups can be hamstring,quads etc.
Comparitive anatomy to the animal kingdom is extremely helpful when you know what's what. as most of it is similar (function and name wise).
i suggest textbooks like 'Atlas of Human anatomy' by Stephen Rogers Peck.
It gives muscle groups ,insertion/origin points,skeleton landmarks, and a whole bunch more, perfect for a sculptor/3d figure person. just remember to use the 8 head rule when figuring out proportions.
it seems like alot to take in, but really, do one bit at a time. it took me a week to get down the leg bit -.-''. im slow tho.
been busy with rl stuff , but hopefully tonight i can try and do another leg from scratch, i will try to find some online stuff on those books soon, thank you.
the sketch was pretty quick an hour and half, mostly just trying to get generic muscle groupage and such .. the forearms and bicep are bit overexagerated and not connected properly but the legs just scream blah..
next step is to finish the legs, didnt have time to finish, this was about 1 and half hours of sketching. after that i think i will try to sculpt some more pedestrian looking people to get my subtlety on. that or more muscle studies..
more refining, should have probably looked at the concept while doing this one,
first sketch and first impression :
annndd heres a proportion tweak !
still having a block for finishing my robot character, extremely frustrating..
***edit** changed proportions..
currently at 2468 tri
trying to finish this thing up, getting close
making the HP in zbrush, the LP needs to be pretty low around 1000 polys and 512 texture map, but the nice thing about that is i can stay at about 250k polys for the hp and not have to go higher.
having fun sculpting again, for once.
trying to get this second monster done fastish
some concept art for a robot that hopefully gets made :