I’m starting this thread as an exploration of the human body proportion. I want to talk about things I’ve noticed, and I want to see others collaborate and tell us all what methods you use when you work on realistic human body models in ZBrush (or even Maya or 3DSMAX, as the software is irrelevant to this topic.)
Generally speaking the human body is 7 and 1/2 heads in height and often many of other body parts are derived from their proportion to the head. Doing some research and analyzing the real photographs of human bodies one may notice that while it’s true that humans are relatively 7 1/2 of their heads tall, what’s in between starting from the top of the head to the heels does not have strict definition. The academic “7 1/2” definition is only an approximation of the relative human body proportion and works for game characters fine, but when I look at game models, often, there is a feeling of the model not looking “right” or correct. In my opinion this is due to the subtle details that make a big difference. For example if you take two human beings of the same height and ask them to stand next to each other you will notice that their knees, crotch and elbows may not be on the same line relative to each person. But thus we have body types, right? This leads to the observation that when basing your models strictly on the 7 1/2 proportion model, you will not get 100% realistic results. So what is it that defines our body types then? This is the question that will be analyzed in depth in this thread.
I will be posting some experiments here after I get home from work, everyone else is welcome to follow along, post, discuss and all else.