Hey guys,
This semester moving on from head modelling we have now moved onto body modelling, so in an attempt to get as much feedback as possible i thought it would be a good idea to post my updates here as well as on my uni forums.
So here it goes
My initial idea, and characters i'm looking to base it off
My Model and some of the references im using
and here is some progress i made so far, it is rather small but im looking at the small changes that affect the Turbosmooth modifier so that it is a effective as possible when it comes to the sculpting section of the project
This was a look at defining the Lats in the model aswell which i feel worked fairly well, also helped me make the start of the armpit
Now i'm off to find some techniques on how to move on from this point, as i totally hate the arms and leg section of the model they always come out so poorly and i want to find the best technique to suit me
Replies
Ill leave that because it may still be valid but after typing that i then remember your base mesh is naked, and i assume you plan to cloth your character so if you add the clothes in zbrush you will have to retopo anyway.
Thats a very valid point, the model will stay naked, its a project on us to grab correct anatomical form.
But your idea on maximizing the effectiveness of the base mesh so that once its sculpted it will be less work to retopologise, but i just thought the ability to sculpt does affect the layers below, so in a sense, the lowest sub div in my sculpt will look the same as the work i put in my base mesh, and i find it much easier to in Zbrush.
But i will try and give it a shot once the model is more complete, its always much harder when he only has half his body :P
Thanks tho
My previously preferred method of modelling involved, evenly applying detail throughout the model as i went,
So instead i went from the method of purely modelling from a normal box, and from there added edge loops where necessary and i am now focusing on cutting in detail and flow in the muscle as to make it easier when i come to create the low poly
Now im finished focusing on the torso ill move to the arms elbows knees and legs and give them some clear bold definition
I have added some definition to the muscles and form of the base mesh, this should hopefully hold enough detail for sculpting inside of Zbrush and give me a decent starting point and clear enough guidelines to fill out.
In its current very blocky form it clearly shows where most things are and some fairly clean definition, while some areas have been fairly exaggerated this is mainly to achieve more of an affect when a Turbosmooth is applied, meaning ill at least be able to see what i did in Zbrush rather than wasting loops with subtle changes.
You can see it has managed it quite well and displayed the changes, although still quite subtle but still there enough to be used. While it does look very smooth and melted im still happy as it will be a very clean mesh for subdividing and sculpting .
C&C me please before i get too happy with this work xD
I will add those once ive added my feet and hands, as to add as much form as possible without affecting the shape or the hands and feet before they start.
thanks
Bit of work on the feet now, which im really happy with, they're my first ever feet, they barely took any time and i feel as though they look liek very accurate feet.
Oddly the turbosmooth and symmetry on the feet seems to make the left foot look a bit weird, but ill have a pan around, the toes currently look quite square but nothing a quick loop select and scale wont fix .
I was thinking that, but this was the method we were taught, cause we were also warned alot of people last year didnt define the toes so there for lost marks :S , so its a bit confusing what do you reckon i should do?
add more geometry to the foot or take some out the toes? cause i dont wanna lose marks but i dont want a shit model URHRHRHRHR
Also worth pointing out that your topology distribution doesn't need to be even, having more geo in the hands/feet/face is useful if you want to put more detail into them.
In general having evenly distributed topology will help you avoid distortion problems while sculpting but it isn't necessarily ideal. What you mainly want is polygons that are mostly square, and limit the amount of long rectangular polygons in the mesh (like the ones you have in the leg)
Edit: This ONLY applies to base meshes that will be used for sculpting by the way... NOT final game ready meshes.
Ahhh of course i totally wasnt thinking straight,
Okay thanks for refreshing my mind, i was too busy trying to sculpt useful shape and form, and totally forgot about the fact the base mesh has no real tri count, ill be sure to add the loops in at the end where appropriate,
currently im trying to give me self an impression of what the low poly may look like. Before overwhelming myself with none defining edge loops, but thanks i had totally forgot about how limitless this can be.