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Topic : "Female in Three-Dee -- A Matter of Anatomy [UPDATE]" |
Marvel member
Member # Joined: 15 Oct 2000 Posts: 168 Location: Helsinki, Finland
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Posted: Fri Mar 12, 2004 4:39 pm |
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Just started on a female character in 3dStudio Max (5.1). My first one in five or six years and in practice the second one ever. Apparently quite heavily WIP, namely the hardest parts missing shape/detail altogether (head, hands, feet). So if anyone has any pointers on the body and legs/arms (not ankles ), I'd appreciate anything you could give.
The smaller one is the non-smoothed (non-subdivided) version, so it may have some strange spots in it. Also worth noting is that the model is missing all the smaller (under an inch) detail as yet.
Thanks!
Last edited by Marvel on Mon Apr 05, 2004 9:44 pm; edited 1 time in total |
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Capt. Fred member
Member # Joined: 21 Dec 2002 Posts: 1425 Location: South England
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Posted: Mon Mar 15, 2004 3:25 am |
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Looks like a pretty solid anatomical figure to me, nice job.
Maybe the shoulders could go narrower? I really don't know. I think I cone read that in general the shoulders of a woman are narrower than her hips.
You've done a really nice job though.. so you are definitely in a position to disregard my hunch.
To me the back around the shoulder blades looks a little flat, and i feel like the ribcage could go fractionally bigger but that's just stupid because it's well within human limits. I would also imagine that the very general modelling of eye recesses and nose will probably end up slightly lower than they are now..
Good job.. sorry for my noobish ideas. |
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Marvel member
Member # Joined: 15 Oct 2000 Posts: 168 Location: Helsinki, Finland
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Posted: Mon Mar 15, 2004 11:28 pm |
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Thanks for the post Capt. Fred. -- now that didn't hurt him at all, did it folks?
Here's a few pics on a 'updated' model (some more defined muscles in places etc - stil lacking detail the extremeties though, will try to work on that today).
I also need to work on the upper body and radius/ulna-section muscles on the arm way more. Also, didn't have time to address the shoulder problem Fred pointed out as yet.
All and any feedback is still much appreciated. |
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Marvel member
Member # Joined: 15 Oct 2000 Posts: 168 Location: Helsinki, Finland
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Posted: Tue Mar 16, 2004 9:47 am |
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Here's a WIP face. Still plenty of work to do before it's finished.
![](http://kotiweb.kotiportti.fi/aki.maatta/evo9.jpg) |
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Drew member
Member # Joined: 14 Jan 2002 Posts: 495 Location: Atlanta, GA, US
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Posted: Tue Mar 16, 2004 2:16 pm |
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The heavy brow and high, very well defined cheekbones make this woman look quite manly. Raise the brow. Lower the cheekbones a bit and round them out. This will also make the eyes appear less deeply set and should be a pretty big improvement. |
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Marvel member
Member # Joined: 15 Oct 2000 Posts: 168 Location: Helsinki, Finland
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Posted: Wed Mar 17, 2004 11:11 pm |
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A few pics more showing the progress (I hope ). And the second one featuring a paint-over of the face just to see if the character has any pontential to be feminine. The biggest problem I see (with both the body and face) is that the character is very mundane, ordinary looking -- something that is unfortunately a bit of a trademark of mine.
![](http://kotiweb.kotiportti.fi/aki.maatta/taeti010b.jpg)
UPDATE: changed the closeup into a new version -- old one was http://kotiweb.kotiportti.fi/aki.maatta/taeti010b_head.jpg |
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StylesDavis member
Member # Joined: 04 Dec 2002 Posts: 259 Location: New-Welver City, Germany
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Posted: Fri Mar 19, 2004 5:05 am |
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hey, you were senior level designer for max payne?? that game was one of the best designed i ever played! i am currently waiting for part 3, so gogogo...
i wonder why you opened a thread here and ask about anatomy, because remedy surely has some fine 3d artists who you could ask for it... ![Smile](images/smiles/icon_smile.gif) _________________ known as "ChrisNix" elsewhere. |
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Marvel member
Member # Joined: 15 Oct 2000 Posts: 168 Location: Helsinki, Finland
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Posted: Fri Mar 19, 2004 10:52 am |
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Quote: |
i wonder why you opened a thread here and ask about anatomy, because remedy surely has some fine 3d artists who you could ask for it... |
Yeah, I do have a few anatomy books myself, but it's still great to have second opinions on things (and 2d images never can compete with 3d images anyhow). Anyhow, this is my personal project, so don't need to bother our character modelers -- besides, they don't need to have specific detail on muscular anatomy etc, since realtime models aren't of that level yet.
Here's the latest version:
And thanks for everybody commenting! |
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Bee junior member
Member # Joined: 19 Mar 2004 Posts: 1 Location: NZ
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Posted: Fri Mar 19, 2004 8:07 pm |
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There is something odd about the hips and lower belly. I could be wrong but to me it seems the hips need to be slightly wider with a little more shape to the upper thigh. Maybe just a little shape on the top of the hips. If you are worried about her looking too typical why not try something different than a idealististic girl shape - give her more curves (not just bigger boobs though ) or try pulling off a stylized super bony girl - like Aeon Flux? Your rework of the face looks much better the nose looks quite long though, and the inside of the ear looks too long as well, like a elf ear.
Is your character just for practise or a complete piece with a story? |
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math member
Member # Joined: 07 Mar 2004 Posts: 254 Location: Gnarsemole
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Posted: Sat Mar 20, 2004 12:03 am |
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Bee wrote: |
why not try something different than a idealististic girl shape -
nose looks quite long though, and the inside of the ear looks too long as well, like a elf ear.
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well what do u want now? something different or not? ![Razz](images/smiles/icon_razz.gif) _________________ quit pro quo |
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Matthew member
Member # Joined: 05 Oct 2002 Posts: 3784 Location: I am out of here for good
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Posted: Sat Mar 20, 2004 1:41 am |
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this project is coming along very nice and it�s
gonna be interesting to see the girl finished,
thank you for posting the wip progress.
btw is the solid rendering rendered with v-ray?
also it would be cool to see a wireframe to see what the
different parts looks like.
see you
Matthew |
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gothgoddess junior member
Member # Joined: 06 Jan 2004 Posts: 9
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Posted: Fri Mar 26, 2004 10:28 am |
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this looks great!! but have a girl that you know lift her arms for you... notice the little hang below the bicep?? if your model works out obsessively it's ok... but if you want truely anatomical... add some flab!! ![Razz](images/smiles/icon_razz.gif) |
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Heysoos member
Member # Joined: 24 Mar 2004 Posts: 294 Location: the New Mexico
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Posted: Fri Mar 26, 2004 11:49 am |
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looks spot on to me, thats really cool. But like gothgoddess was saying its more of manequinesque idealized form as opposed to a realistic looking woman, which isn't a complaint because I'm guessing thats what your going for. |
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Marvel member
Member # Joined: 15 Oct 2000 Posts: 168 Location: Helsinki, Finland
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Posted: Thu Apr 01, 2004 10:05 pm |
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Thanks everybody for the comments!
Bee: the stomach and hip area does bother me a little as well, then again, it's not as defined as some parts -- as yet that is. About the general shape of the model, I think I don't want go into the silicon-model-bimbo -direction, but have it more angular or sharper, find a style of my own rather than copy the mainstream. On the nose -- can't tell if it's too long or not, but then again real people have so many different faces, nothing one does goes really out of form.
Also, this is jut for myself and not part of anything bigger -- just making the normal test to see if I can do it (which I knew I could - modeling people is basically just a load of work imo, nothing more than that really).
Matthew: I hope I get it done -- I also have the tendency to finish projects only 80% the way, if they're not related to my real work. The rendering is with default 3dsMax radiosity -- and the wireframe is so ugly I don't know if I dare to show it (I'll see if I get it posted soonish).
gothgoodness: Yeah, have noticed it, but since that pose is just for modeling her, it doesn't really make sence to put those 'hangs' in there -- she will be having some more humane poses once finshed (or put to use).
Heysoos: Real women tend to be rounder or thicker or thinner or bonier or whatnot, so true, I'm not going towards ultimate realism (but can always try to get there as well).
Anyhow, here's a screencapture showing first test on the eyes:
And Added a new rend of the face (have no idea why the right eye is black - the lens transparency worked ok yesterday, but then suddenly stopped working -- light tracing doesn't support raytraced transparency?).
![](http://kotiweb.kotiportti.fi/aki.maatta/taeti024.jpg) |
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sixBlade junior member
Member # Joined: 14 Mar 2004 Posts: 6
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Posted: Tue Apr 06, 2004 3:22 pm |
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The ear looks wrong to me sorry can't put it into words :/ |
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Heysoos member
Member # Joined: 24 Mar 2004 Posts: 294 Location: the New Mexico
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Posted: Tue Apr 06, 2004 4:52 pm |
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Wow, shes starting to look really incredible. hmm, about the ear, maybe its lying a little too flat against her head. the structure of it looks good though. |
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Marvel member
Member # Joined: 15 Oct 2000 Posts: 168 Location: Helsinki, Finland
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Posted: Thu Apr 08, 2004 8:19 pm |
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A question to the more experienced character modelers: How do you make a character look good under a '50mm' lens (or 45 degree angle), when you have modeled her in non-perspective view? I've noticed that the more I work on the face, the more I tend to, well, ruin it because of the forementioned fact (make places too narrow etc.). Any pointers are welcome. |
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Marvel member
Member # Joined: 15 Oct 2000 Posts: 168 Location: Helsinki, Finland
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Posted: Thu Apr 15, 2004 10:46 pm |
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And finally "an update". I.e. ditched the head and started all over again
Added two pictures portraying hair I've been testing on the character ... the first one is actual rendered result, the second one is a mockup portraying how I'd actually like the hair more or less to go. Also took most of the eyes from a non-hair version (because they look better, due to my 16 light raytraced soft-shadow array -- which I obviously can't use with the hair due to immense rendering times). |
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