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TheShadowhisperer — First Decent Human 3D Model

Published: 2018-08-02 10:03:10 +0000 UTC; Views: 239; Favourites: 10; Downloads: 0
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 Well, this is a welcome sight. My very first decent human 3d model with animation friendly geometry, having followed the Riven Pheonix tutorial. While though led by the hand through the tutorials I feel that I have learned far more than in any other when concerning anatomy. Despite the non-standard topology, I have seen how well it deforms when rigged properly. The main issue is that it has to be rigged properly. I have seen the geometry of some artists who have been 3D modeling since before subdivision surfaces were a thing in the late 90s and they can have some really bad looking geometry that looks just fine when subdivided and rigged but with the technique made over a process of 20-30 years of trial and error it tends to be highly specialised with each step notching into the other; From the UV unwrapping to the texturing and rigging and if one step is out of sync it all breaks down.


 For that reason when making my next character I will focus on much more industry standard topology, even if the anatomy does not look as realistic, and then finally move onto wrapping my dullard mind around manual retopologising sculptures that I ironically find one of the hardest steps. What is wrong with my brain?

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Comments: 4

Krovash [2018-08-02 11:18:40 +0000 UTC]

I've done some highres sculpture retopology recently. My task was to create a few lowpolys from highres sculpts of statues, the task inititally stated the statues would just be a regular standing object, which basically gives you a hint that you could just do whatever topology you want, it's not like someone's gonna animate it later. Knowing that, i decided to challenge myself anyway and retopoed all the statues as if someone would actually animate them....and then the task got expanded. Apparently, the few statues i made were just the first step, i had to actually copy them several times and create several groups of statues, place them next to each other and make it look like they represent some for of action.....that meant i had to change the position of their limbs and all that.....i was so glad i decided to challenge myself with the proper animateable topology earlier on.
You should definately try to turn this mesh here into a sculpt, the topology is distributed evenly enough, i think i've noticed a few spots on the legs where i don't quite get why it flows the way it does but for high res sculpting it's not too important.

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TheShadowhisperer In reply to Krovash [2018-08-02 12:40:11 +0000 UTC]

 It is definitely on my radar. I will be stripping this guy apart and adding more geometry to him in order to create a brand new character which I will then detail in Zbrush before exporting into Blender to retopologise. Retopoflow 2 just got released and its tools overall are absolutely sick! www.youtube.com/watch?v=4lxPXk…


 I will then export it to Maya for rigging and animation (ignoring all of the texturing in Zbrush and Substance Painter ). You will definitely see the sketch of what I intend to do with him before that though.

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Krovash In reply to TheShadowhisperer [2018-08-02 16:23:06 +0000 UTC]

The tools shown in the video are cool, but i had to totally disregard the video for one simple reason, it's blender. I ha dan opportunity to deal with another person's work that was done with blender and there's no way in hell i would personally use anything that is made in blender. For retopo i personally use 3d coat, its retopo tools are similar to what i've noticed in the video, but they lack a few smaller features, which maybe will be introduced later, i will honestly take that over blender.
I'm not sure why would you skip the skulpting stage....are you making this simply as an exercise of animateable human topology?

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TheShadowhisperer In reply to Krovash [2018-08-03 01:03:23 +0000 UTC]

There is nothing inherently wrong with Blender, it is how you use it. I personally use it for quite a bit of modeling as it is faster than either Maya or 3DS Max (due to hotkey heaven) as well as being far more stable but I still use the other two for very specific things. There are a couple of modeling tools that are missing but there is a sure-fire way to achieve anything in it. The greatest tool that is missing, in my honest opinion, is the Edit-Poly-Modifier and that is about it. Furthermore, the next release comes with a realtime pseudo-ray-tracing engine that will make previewing hard-surface geometry under different lighting conditions so much more easier.


www.youtube.com/watch?v=B9p3Xd…

www.youtube.com/watch?v=rb94P1…

www.youtube.com/watch?v=arehBE…

www.youtube.com/watch?v=Fwk1cY…




I skipped the sculpting stage as after all of these years I am still struggling with human topology. My mind compartmentalises things so that I can learn two separate but compatible elements but then cannot consolidate that information into a single coherent concept which means I struggle to take all of the nuances of the human body that I learn then consolidate it into a whole. That is why I keep hamming myself over the head to get better at anatomy and learn the proper edge-flow but even with vast amounts of reference and having taken multiple courses on anatomy something still refuses to click to this day. I honestly wonder if it has something to do with me being unable to intuitively read facial expressions as well as completely forgetting the face of a stranger literally a few seconds after I turn my head away. I do not think that it is impossible, only that I have to work so much harder in order to get the same results, I am my own worst enemy here.


 On the plus side, bumming around Gnomon I found this!


anatomy4sculptors.com/art/

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