Female Anatomy

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Female Anatomy // Work in Progress

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Post by Matski007 // Jan 29, 2006, 10:14am

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This is my first ever attempt at female anatomy, its been hard work with over 15 hours of work, but im reaching a desired reality to the model, please tell me what you think:


http://www.smos.objectpaths.net/fembod7.jpg

Post by mrbones // Jan 29, 2006, 11:32am

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To be brutally honest this one needs some work. There is a big seam in the middle that you need to iron out. The good news is look what I made in about 10 seconds using the model that came within ts7. The model is normal mapped, Originally about 50,000 polygons. I pressed one button in TS7 and the mesh simplifier made it about 1200 polygons, a normal map was also produced and makes it look original polycount in the player window.

If it looks complicated, dont worry, its not. Like I said 1 button and 10 seconds later I was tweaking the color of the shader in the realtime window.


Heres a reference shape for you.

Post by Matski007 // Jan 29, 2006, 12:12pm

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well like i said, it sint finished, it has a seam because its mirrored. I dont understand what ur showing me, i am aware that TS7 comes with that model as standard so u can make it in 10 seconds, i actually modeled this from scratch

Post by mrbones // Jan 29, 2006, 12:20pm

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I beleive its there for reference. Your model is good for hand modeled, Like I said, need to find a way to eleiminate the seam. and the neck area looks a little to large right now. also, What modeling technique did you employ? I am assuming subdivision box modeling with mirror modeler. I supplyed the bottom image so you could import it onto a plane inside TS to get the poportions right. That is what I suggest. Hope that Helps. Cheers

well like i said, it sint finished, it has a seam because its mirrored. I dont understand what ur showing me, i am aware that TS7 comes with that model as standard so u can make it in 10 seconds, i actually modeled this from scratch

Post by Naes3d // Jan 29, 2006, 2:23pm

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I agree with Mr. Bones about the seam. it is a little strong even for a mirrored instance. My suggestion would be to model simply until you have the whole figure 'blocked' in then add the detail. It is probably going to be a little harder adding legs to that model at that level of detail.


You also may want to lower the breasts. She looks like she is on the way down from a jump as is.


This is a good start tho.

Post by ProfessorKhaos // Jan 29, 2006, 6:28pm

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Not bad when you understand this is a work in progress. I think human forms are one of the most challenging to model and one of the hardest to separate yourself from in terms of critiques.


I guess if I were to make a few comments right now I'd say that the back of the arms look a bit flat and the... um... "bumps up front"... look a bit like they're defying gravity (normally considered a good thing but not really in this context). It could be possible with the right outer clothing. Something's a bit amiss in the shoulder joint area too but I can't quite put my finger on it. Something on the skeletal level though...


Nice start though. Further than I ever got with character modelling.


Prof K.

Post by Matski007 // Jan 30, 2006, 11:59am

Matski007
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yeh neck areas needs work, im leaving it until i start my first ever female head lol. I havent finished the arms neither. Her breasts look so because she will eventually be wearing a bra of some description lol. I forgot to the post the original version, the seam is present because it was quick render once i added a sub devsion layer ie smoothed it all heh, im also going to add a small six pack to her.

Thanks for the ref MrBones, but already got one heh, just following it poorly lol.


http://www.smos.objectpaths.net/fembod5.jpg

http://www.smos.objectpaths.net/fembod6.jpg

Post by mrbones // Jan 30, 2006, 2:24pm

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Thanks for the wireview, that tells a whole different story..:o

Post by Délé // Jan 30, 2006, 2:48pm

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Your off to a good start. :) You have a basic form blocked out there. I do have a few suggestions of things to tweak though.


- As others have mentioned, the breasts need to come down more and have a bit more weight to their shape.


- The forearms look a little big right now in comparison with the upper arms.


- There are a lot of N sided polygons. I'd recommend trying to keep all quads. N sided polys are unpredictable when subdividing and can cause problems.


Here's a tutorial that I found helpful. Maybe it will spark some ideas. :)

http://www.secondreality.ch/tutorials/tutorials.html


Keep at it. I look forward to seeing more. :)

Post by Matski007 // Jan 31, 2006, 2:07am

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cant thank you enough for that link to a tutorial lol, i was loosely working from it and i formated my hard drive recently and lost all my links and i couldnt find it lol, thank you thank you thank you thank you

Post by mrbones // Jan 31, 2006, 7:03pm

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That really was a great tutorial, Thanks Dele.

Post by bill // Jan 31, 2006, 8:24pm

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Of course you could always cheat and download a complete model from here http://www.project-human.com/

Post by Matski007 // Feb 1, 2006, 1:55am

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of course that defeats the whole object of learning how to model in 3d, anyone can just download one.

Post by W!ZARD // Feb 1, 2006, 11:01pm

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of course that defeats the whole object of learning how to model in 3d, anyone can just download one.


Weeeell... not necessarily. I say that because I used a free Human Figure mesh as a template to make a human figure model of my own. I created my own mesh and fitted it to the shape of the free DL. This handily solved a huge number of potential difficultied particularly in terms of proportions.


In fact I recommend this approach strongly. I recently downloaded a free building I liked the look of and then built my own geometry using the DL as a reference. The final polycount of my model was less than a tenth of the freebee. It's a great method for beginning modellers.


I always aim to use as much of my own modelling as possible and using a 3d free mesh as a template is just as valid as using a 2d reference IMHO and often a lot faster!


HTH someone :)


Stephen

W!ZARD

Post by nowherebrain // Jul 8, 2008, 3:45pm

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I know this is an older thread, but I can't keep my mouth shut can I.

Your model is pretty good, but we can always improve. Here are my pointers.


1) the breasts look pretty decent, but look like they are upside down.

I recommend using reference images, yes even if it is distastefull.


2)brush up on female anatomy.

some good places to look.

a) Comics

b)adult photography(I am serious)

c)your own physique or a friend(be honest with them and they will be more open about it)


3)use quads avoid triangles(unless absolutely necessary), but no N-gons(poly with >4 sides/verts)look at the models abdomen in this case


4)only model what you need and try to keep the poly's fairly even, the arms seem to have excessive edges laterally, as opposed to vertically.


5)don't be afraid to tinker, and don't think you will not get better. Practice makes better..no such thing as perfect here.
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