This is a WIP study about male anatomy.
At this point I’m around 250k polys and about to start refining the muscles, the back is almost done.
Please tell me if you see some errors or just you don’t like something.
things i noticed
neck too thick/long
buttocks too long
arms too thin
chest muscle join wide
head too large.
Good work so far thogh, just a few minor things
Thanks for the help,
changing proportions is not an easy thing for me, I think because after the first set up of the forms (at lower levels of divisions) I become accustomed to the figure and I do not see the faults anymore;
another problem is that when I start reshaping the figure it happens that I move too many parts of the mesh, with the transpose or move tool I touch everything it seems too big or small and the result is a mess.
First attempt to reproportion the mesh was a mess, second time I just rescaled a bit the legs and the head, and retouched the basin with the move tool.
How is it ?
Hi, today I’m going on with this model, had to stop for some days.
I tried to define a little more the muscles and tried to fix the shoulders and height of the legs, hope it’s good now.
Hi, after a bit of suspension I finally added some more detail to the model.
I do not consider it “finished”, but now I’ll begin a new one, as study as well.
[attach=191506]man.jpg[/attach]
Attachments
Here it is a base for a female model study. I tend to do too masculine models, so this time I intend to do a “real” girl. Hope is coming out good, but I’m not sure with proportions.
Couple of updates
Attachments
nice looking anatomy works! In kicking these up a notch, I would suggest looking for sharp forms and re-evaluating perhaps whether they are intended or not. For example, the most recent male bust’s nose seems rather straight, and narrow, almost sharp in front (though it may just be the material…) Maybe you are using some references, which is a great thing to base one’s sculpts from in my opinion, though I’d encourage you to go even further with some of the forms, such as the inward curve of the female’s neck, to accentuate femininity (if that’s what you’re going for), and less with others (such as the brow ridge on the female, it’s prominence comes off masculine). keep up the great work!
Thanks Talster, I’ll use your suggestion on next models.
This is my last, a new study of the male figure. I’ll use it as a base for a new character.
Hello everybody,
this is a full character, should be some sort of futuristic pilot.
I have problems to do nice hairs, and couldn’t find a way to create the zip for a couple of pockets I’d like to put on the clothes, but overall I’m .
Attachments
Hi zbrushers !!
This is a big update, here I’ll put the models I made for my last reel. All made in the last months but after a long struggle to improve my skills, hope you like them.
Attachments
freaking awesome. What software did you to render? What is your rendering - lighting setup?
ciao claudio complimenti per i tuoi lavori! sopratutto i render degli ultimi:D
Hey , thank you a lot guys !! Grazie !!
I used Mental Ray for the rendering:
an area light as photon emitter connected with a portal light;
key light, fill light and a couple of rim lights with soft shadows;
final gather, global illumination and importons;
the surrounding sphere with a ramp gives a bit of color to the white MiaMaterial;
[attach=264107]lightSetup.jpg[/attach]
Attachments
How did you do the zipper on the woman’s vest?
Hi Mr-NYM,
for the zip I used a technique shown in the dvd from Gnomon, “Introduction to character modeling”.
You build the zip by placing many tiny pieces one next to the other, like a real one;
then combine the mesh and create a joint chain as long as the zip, with a joint for each piece;
then apply a rigid bind skin;
then an Ik spline handle tool.
If you have a curve un your model you can attach the Ik handle to that and you’ll have the entire chain snapped to the curve. And with the control vertex you can tune the placement.