Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / [WIP]My second Human

Author
Message
Kyle Katarn
17
Years of Service
User Offline
Joined: 7th Jun 2007
Location: Central Coast, Australia
Posted: 21st Jan 2008 10:27
Im working on another human which hopefully follows the anatomy pretty closely. I was reading a topic and came across this link:
http://poopinmymouth.com/process/character_tutorial/character_process.htm
Posted by RUCCUS.

I was wondering if my current progress follows muscle flow with edge loops pretty well. So I would love some C&C

John H
Retired Moderator
22
Years of Service
User Offline
Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 21st Jan 2008 10:59
So far so good... hard to tell with only a side view. Make sure you have enough points in the elbow region to allow for proper deformation in animation. Very useful to study the human body/muscle structure/skeleton along with following references (as youre doing) to model operational humanoids.

Windows XP Pro x64 - ASUS P35 Platinum Mobo - nVidia GeForce 8800GTS 640MB GPU - Intel Core2 Duo E6750 @ 2.66GHz - 4GB DDR2 1066MHz RAM - Two Hanns-G HW194D Displays @ Duelview Configuration
Kyle Katarn
17
Years of Service
User Offline
Joined: 7th Jun 2007
Location: Central Coast, Australia
Posted: 21st Jan 2008 12:44
Thanks mate. You dont think there are too many tri's on the Deltiod?
John H
Retired Moderator
22
Years of Service
User Offline
Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 21st Jan 2008 19:19 Edited at: 23rd Jan 2008 11:46
Ehhh depends. Next Gen humans are 7-8k polys, so you should be good. Could probably drop an edge loop though on the forearm

Windows XP Pro x64 - ASUS P35 Platinum Mobo - nVidia GeForce 8800GTS 640MB GPU - Intel Core2 Duo E6750 @ 2.66GHz - 4GB DDR2 1066MHz RAM - Two Hanns-G HW194D Displays @ Duelview Configuration
Kyle Katarn
17
Years of Service
User Offline
Joined: 7th Jun 2007
Location: Central Coast, Australia
Posted: 23rd Jan 2008 11:31
Okay I mucked up a bit on this one, so I started over, with the Torso. Still trying to keep to the muscle flow.

John H
Retired Moderator
22
Years of Service
User Offline
Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 23rd Jan 2008 11:48 Edited at: 23rd Jan 2008 11:51
It'd benefit you greatly to model out the pectorals and clavicles -> deltoid region; the closer you get to how something (or someone!) is actually constructed, the more believable the object will be, and the better it will deform if you plan on animating it Modeling out clavicles and that general region will help a lot with getting the neck to look "right" as well

3D Game Art & Animation Major @ Champlain.edu
2.66ghz core2 duo / nVidia 8800gts 640mb gpu / 4GB ddr2 1066mhz RAM / duel 20" widescreen lcd
Maya | Photoshop | CrazyBump
Kyle Katarn
17
Years of Service
User Offline
Joined: 7th Jun 2007
Location: Central Coast, Australia
Posted: 23rd Jan 2008 12:23
Yeah, I do plan to model and use it. So once I have completed the basic shape, I plan to sculpt the clavicle, pectorial, hell, even the scapula.

I gotta learn how to rig and animate properly, though (plus buy the necessary program to do so lol).

But for now. I've done the arm.


Zeus
18
Years of Service
User Offline
Joined: 8th Jul 2006
Location: Atop Mount Olympus
Posted: 23rd Jan 2008 13:54
What modeler you using mate?


Formerely Cool Guy Jordan
Kyle Katarn
17
Years of Service
User Offline
Joined: 7th Jun 2007
Location: Central Coast, Australia
Posted: 23rd Jan 2008 14:56
Wings 3D, dude.

I should probably invest in one of those 3 year lisences in Max. I just like Wings coz you con create models with your mouse, not your keyboard, persay.
hessiess
17
Years of Service
User Offline
Joined: 30th Mar 2007
Location: pc!
Posted: 23rd Jan 2008 18:01
dont bother, max is slow and lacking in the modaling department.

scail the groin veracities closer together, also modal it as one peace from the start, joining separate meshes can create topology problems

RUCCUS
19
Years of Service
User Offline
Joined: 11th Dec 2004
Location: Canada
Posted: 24th Jan 2008 02:28
You're doing it correctly. 8-sided cylinders are perfect for modelling humans, and doing each limb as a seperate cylinder is a perfectly fine way to go about it, especially because using the cylinder method, there is actually a really good merge point for the arms to the torso that you can get, keeping all edge loops in-tact.

The edge loops could be a little smoother on the side, but they're decent. You seem to be getting the "superhero" torso problem however; where the torso tapers upwards too much. Im pretty sure its because of where you stopped on the arms. I usually tend to model the arms past the arm-pit, and merge them with the torso there, whereas you modelled them right to the armpit, and made the torso conform to fit. You can fix it by adding some loops to the armpit area.

Overall though you've got the idea down, it just needs some practice. Your reference images are a great choice. As you see more mesh's of other human models, and pictures of the human anatomy, you'll get used to the proper mesh flow over time.

Kyle Katarn
17
Years of Service
User Offline
Joined: 7th Jun 2007
Location: Central Coast, Australia
Posted: 24th Jan 2008 03:14
Thanks for the c&c. Although Im not quite sure what you mean with the armpits. I have modelled the arm past the arm pits, although Im not entirely sure it entails to what you mean.

Kyle Katarn
17
Years of Service
User Offline
Joined: 7th Jun 2007
Location: Central Coast, Australia
Posted: 24th Jan 2008 08:28
Sorry for the double post, but is there any way of physically joining several objects together in Wings 3D? Not including the Combine command.
Roxas
19
Years of Service
User Offline
Joined: 11th Nov 2005
Location: http://forum.thegamecreators.com
Posted: 24th Jan 2008 10:47
Quote: "dont bother, max is slow and lacking in the modaling department."


I dont think so :/


Click For Details!
hessiess
17
Years of Service
User Offline
Joined: 30th Mar 2007
Location: pc!
Posted: 24th Jan 2008 12:55 Edited at: 24th Jan 2008 13:02
menu controlled = slow
keyboard controlled = fast.

the interface is the most illogical pile of s**t posable .

wings is menu controlled, but at lest the tools arnt placed in stupidly long scrolling menus that you haft to click on to activate, risking pressing a button and messing something up. the need to click on a viewport to activate it makes it counter productive to have any more than 1. what moron would put the view port settings in the customisation menu. it takes a few munites just to change the view port from solid to wire draw mode. in wings and blender its assessed through the keybord! way more efficient!

Satchmo
19
Years of Service
User Offline
Joined: 29th May 2005
Location:
Posted: 24th Jan 2008 14:35
Blenders GUI is very unintuitive also, but blender itself is decent for high poly modeling. For fast low poly modeling and quick animating, milkshape is the way to go.

Roxas
19
Years of Service
User Offline
Joined: 11th Nov 2005
Location: http://forum.thegamecreators.com
Posted: 24th Jan 2008 20:33
In Max you can use keyboard too.. And IMO the layout is best out there! I really like where MAX tools and modifers are!

Its just like every modeller.. you need to get used to it.


Click For Details!
John H
Retired Moderator
22
Years of Service
User Offline
Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 24th Jan 2008 21:58
This isnt a modeler discussion thread guys, on subject please!

3D Game Art & Animation Major @ Champlain.edu
2.66ghz core2 duo / nVidia 8800gts 640mb gpu / 4GB ddr2 1066mhz RAM / duel 20" widescreen lcd
Maya | Photoshop | CrazyBump
Kyle Katarn
17
Years of Service
User Offline
Joined: 7th Jun 2007
Location: Central Coast, Australia
Posted: 25th Jan 2008 00:11
....

So does anyone know if Wings can do it?
hessiess
17
Years of Service
User Offline
Joined: 30th Mar 2007
Location: pc!
Posted: 25th Jan 2008 00:47 Edited at: 25th Jan 2008 00:48
there is nothing wrong with wings, its a fairly high featured modaling app, it supports nGons-blender dus not, but that wouldn't matter much for games as every thing's triangulated anyway .

i have attached the model I made for this image, please study it



the topology on the model is OK, though the hands are rubbish, please ignore them. feel free to use this model in any non-profit projects.

Attachments

Login to view attachments
Kyle Katarn
17
Years of Service
User Offline
Joined: 7th Jun 2007
Location: Central Coast, Australia
Posted: 25th Jan 2008 01:32
That can be fixed as wings can triangulate anything.

Also please disreguard my question, I found out how just then.

Thats a great model hessiess. But I'd much rather do things my own way
RUCCUS
19
Years of Service
User Offline
Joined: 11th Dec 2004
Location: Canada
Posted: 25th Jan 2008 15:18
Yeah its the Bridge command. Select two faces, Right Click > Bridge, and the meshes will join into 1. It requires the two faces to have the same number of verts, the same texture mode (so if one object has vertex colours, the other needs them as well, any colour will do), and the faces can't be neighbors or face in the same direction.

BenDstraw
19
Years of Service
User Offline
Joined: 21st Dec 2004
Location: Arizona
Posted: 29th Jan 2008 15:44
calling max slow and lacking in modelling is almost a foolish statement, but this isnt a modeler arguement.

very nice second humanoid. atleast you finished yours it took me a good 5 chars to finish one and that one wasnt even that good lol. but thats a good reference you have there do you mind sharing a link of it?

God modelled man in his own reference image.
comment my art at: http://www.bendstraw.deviantart.com
Kyle Katarn
17
Years of Service
User Offline
Joined: 7th Jun 2007
Location: Central Coast, Australia
Posted: 30th Jan 2008 16:59
Yeah sure.

Here, I'll upload the umages I use (its not that good in the terms of it doesnt have a top view)


BenDstraw
19
Years of Service
User Offline
Joined: 21st Dec 2004
Location: Arizona
Posted: 31st Jan 2008 03:13
ya but i just like how straight to the point and simple it is. thanks alot though

God modelled man in his own reference image.
comment my art at: http://www.bendstraw.deviantart.com

Login to post a reply

Server time is: 2024-11-26 00:50:45
Your offset time is: 2024-11-26 00:50:45