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3 Dimensional Chat / WIP Body- First Decent Looking Model

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MonoCoder
18
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Joined: 4th Dec 2005
Location: england
Posted: 6th Jul 2007 18:25
Hi. I decided to try my hand at modelling today, using Blender. This is not my very first time modelling, as I have tried to do two models prior to this that were messy and anatomically flawed. But today, I think I've cracked it:



It's not finished, as you can see, but it is a start. Do you think it's more or less on the right track at the moment, or are some bits looking a bit off?

Thanks.

Manic
22
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Joined: 27th Aug 2002
Location: Completely off my face...
Posted: 6th Jul 2007 19:14
Quote: "[the] two models prior to this that were messy and anatomically flawed"


and this is supposed to be anatomically correct? Have you ever seen anyone that looks like that?

firstly, forget you ever saw the smooth object function, forget you ever heard of it, and every time you even so much as think of it, whip yourself until it's banished beyond the power of memory to recall.

then you need to learn something about anatomy;
goto http://www.fineart.sk/ and drink in the information about muscle flow and proportion, if you ever want to make a truly anatomically correct model, you're gonna need to KNOW the human body. Some life drawing classes would be helpful too, the teacher (if they're any good) will teach you to recreate what you see, not what you think you see.

then go here; http://www.arildwiro.com/ (i'm so glad this guy's tutorials are back online again)

click the tutorials button and start learning properly. You don't need to take the tutorials all the way to the end, as he makes a high poly model, and you should be aiming at low poly if you're planning on making games. the trick is to spot the polys he's adding that you know you won't need for a game model, skip them and try to use the polys and verts you already have to compensate. Practice and experience will help there.

Manic

I don't have a sig, live with it.
mastercheif 193
17
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Joined: 27th Feb 2007
Location: Outer Heaven
Posted: 6th Jul 2007 19:49
Are all those tutorials for blender?
Oolite
19
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Joined: 28th Sep 2005
Location: Middle of the West
Posted: 6th Jul 2007 19:52
Yeah, to be honest, this is not anatomically correct at all, more of a sausage person, take manics advice and do not rely on the smooth modifier to make something look good, the lower polygon model looks better than the smooth.

Take a look at the flow of the muscles, keep in mind when looking at pictures of muscles, not all the muscles show up through the skin and depending on your pose, some that normal bulge out, won't, or won't show up as much as they normally do.

Looking at your unsmoothed mesh, you are on the right track, that is the most basic of shapes that you are going to need, look up edgelooping.
This is a process of managing the topology of your mesh to the anatomy of whatever you are modelling, it helps the whole process move smoother and you will get nicer results. Building the mesh and the lines around the muscles of the character will help them to deform correctly in rigging and you can then define the muscles more if need be.

Fineart is a really nice place for free images, just browse till you find a decent reference picture, unless you are modelling in a pose, look for the typical T position pictures, i'd be happy to walk you through the steps of edgelooping if you want.


[Looking for work]
Manic
22
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Joined: 27th Aug 2002
Location: Completely off my face...
Posted: 6th Jul 2007 20:16
Quote: "Are all those tutorials for blender?"


no, but the process and theory are exactly the same no matter what program you use. I don't know blender, so unfortunately I can't help much on what the cut, quick slice or chamfer etc tools will be called.

I don't have a sig, live with it.
RalphY
20
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Joined: 6th Sep 2004
Location: 404 (UK)
Posted: 6th Jul 2007 22:03 Edited at: 6th Jul 2007 22:04
I've been working on and off on a 'my first human' model in blender for a while now. I might finish it one day, but anyway I've been following quite closely the Joan of Arc tutorial (its for a female model obviously) which has been a lot of help, you might want to check it out.

What you have so far looks good for an early atempt I guess but, as Manic and others have said there's room for improvement, stick with it though. Have a look at some of the mentioned sites as they really can help.
Reality Forgotten
FPSC Reloaded TGC Backer
18
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Joined: 28th Dec 2005
Location: Wichita Falls TX
Posted: 6th Jul 2007 22:45
The attempt is not bad but the use of catmull is killing the model. it turns it into an unworkable mesh..IMHO


Cheers,
Dave


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