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TIGSource ForumsDeveloperArtWorkshopNeed Help With 3D Female Model
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starsrift
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« on: July 09, 2011, 04:11:23 AM »

Some pics of what I have. Hands, Feet, and Head not done, I'm concentrating more on the general form for now. I'm not happy with it, but I'm completely unsure what further to do with it. Thanks to the guys on #tigIRC for trying to help me out!

I think now that I've sculpted a bit, the bust (which seemed flat before) should now be smaller maybe? And/or maybe shrink the whole model along the y axis a notch or two? It should be a fairly slender figure, as it's going to be a fairy. I'm not too concerned about poly count being low, I don't anticipating zooming to a point where the model will be any higher than 1/4 screen height, more likely or "naturally" occuring at 1/8 or 1/12 screen height in size.

Images follow, Blender file here.



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deadeye
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« Reply #1 on: July 09, 2011, 04:43:24 AM »

I hate to say it but your proportions are way off.

It seems to me that you could really benefit from having some reference image planes set up for the front and side views, so that you can shape your model to fit the reference.  Creating a proportional human form is hard enough, no need to make it harder on yourself trying to do it from scratch.  And it's really common practice to use reference planes when modeling.

Secondly, you should look up some tips on polygon flow.  A good mesh is more like a net that is in the shape of a person, with edges that define the contours of the body parts.  You wouldn't see a model that has, for instance, one large quad spanning the entire width of the torso.  Unless it's deliberately low-poly and blocky like a lego character or something.  But you seem to be attempting a higher-res model with a decent amount of detail, so you should check out the concept.  Poly flow.

Third, if you plan on animating this mesh then you will need extra geometry around the joints so that the mesh deforms correctly.  One slice across the elbows or knees won't cut it, your character's limbs will collapse you animate it.
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starsrift
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« Reply #2 on: July 09, 2011, 05:44:57 AM »

Oh, don't hate to say it, I'm in no way an artist! I'm just trying to struggle along, I'm actually looking at multiple references while I work.

Specifically, which proportions need correction? I know the height proportions are fine, as Blender illustrates nicely, with the legs 4 units, torso 3, head 1, and as many of the others that I can find reference points for -are- correct, or at least in a textbook manner... Which ones are off that's ruining it? Is the torso a hair too wide?

I'm not too concerned about poly flow or count, as I said in my first post, I'm just trying to get the general shape, and the final product will only be used at a small size, probably general use as 1/8 screen height or so (think Dungeon Keeper monster size). DK is actually probably a good idea of the amount of detail I'm trying to get. The polys themselves will be partially redone anyway with additional clothing mesh, but I need the shape more or less correct!
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deadeye
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« Reply #3 on: July 09, 2011, 07:09:47 AM »

I'm just trying to struggle along, I'm actually looking at multiple references while I work.

You don't have to struggle so hard.  It's not enough to just look at references while you're working, you should set up actual reference planes in your scene so that you can get it just right.  Eyeballing it isn't working.

Take a look at this video, and do what this guy is doing:



Specifically, which proportions need correction?

As seen in the side view, her upper arms are thicker than her thighs.  Her breasts start at her shoulders and span the entire height of her rib cage, and are shaped more like manly pecs than breasts.  Her butt is smaller than her breasts.  There's more, but those are the most glaring examples.

Anyway, using reference planes will help you work these things out.  It would also help to study anatomy.

I'm not too concerned about poly flow or count, as I said in my first post

You didn't say anything about poly flow in your first post.  In fact, you did say

Quote
I'm concentrating more on the general form for now.

Which is exactly what poly flow is all about, so it is something that you probably should be concerned with.  Poly count has nothing to do with it.  If you're going to attempt to model 3d characters, then what's wrong with trying to learn the right way to start with?  If you do it wrong from the start it will just be harder to correct yourself later.  Take a look at some existing character meshes.  Notice how the edges trace around the contours of the shape they are making, whether it's the curve of a muscle or whatever.  The mesh wraps around the form that it's creating.  It's not just a box or a cylinder with straight lines running down the entire length of a leg or arm.  And you can get decent poly flow to some extent no mater what level of poly detail you are working at.

There are a lot of tutorials and examples on the internet for this sort of thing.
« Last Edit: July 09, 2011, 07:18:37 AM by deadeye » Logged

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starsrift
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« Reply #4 on: July 11, 2011, 02:49:31 AM »

Well, I didn't scrap the model and start over as seemed to be the workshop-suggestion, but I did work on it a bit! I couldn't find any tutorials on poly flow (though a lot of advertisments for a polymer piping company!) and some other forum posts, one of which even suggested that nobody would make a tutorial on such a thing. Your description was more than adequate though, and I see how it could be used to easily do more curvature if necessary.

So I gave my fairy-to-be breast reduction surgery, ripped her arms off and rebuilt them, and then fed her cheesecake to make her feel better about it all - which added 10 lbs to her ass.

I think I've got it. Maybe. I'm a bit iffy on the shoulders to hips, like the hips should be a smidgen smaller or the shoulders should be a hair wider? I'm not too sure, but I think I'm reasonably happy with it, though I certainly think it could be better! Of course, I still need verts added for when an armature goes in, but that's a while away. Clocking in at 400 polys, so far...

Blender file: Here

Top & Side Views:


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gimymblert
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« Reply #5 on: July 11, 2011, 07:43:18 AM »

http://wiki.polycount.com/CategoryDiscipline general

http://wiki.polycount.com/CategoryCharacterModeling?highlight=%28%5CbCategoryCharacter%5Cb%29

http://wiki.polycount.com/CategoryTopology?highlight=%28%5CbCategoryCharacterModeling%5Cb%29

http://wiki.polycount.com/LimbTopology?highlight=%28%5CbCategoryTopology%5Cb%29

http://wiki.polycount.com/ShoulderTopology?highlight=%28%5CbCategoryTopology%5Cb%29

http://wiki.polycount.com/SphereTopology?highlight=%28%5CbCategoryTopology%5Cb%29

http://wiki.polycount.com/CategoryReferenceAnatomy

http://www.blendercookie.com/2010/02/01/tip-controlling-topology-flow/

http://cg.tutsplus.com/tutorials/blender/model-uv-and-texture-a-complete-manga-character-in-blender-day-1/

http://cg.tutsplus.com/tutorials/blender/character-modeling-in-blender-basix/





http://www.youtube.com/user/PXstriker#g/u







show case:
http://www.polycount.com/forum/showthread.php?t=41232
http://www.polycount.com/forum/forumdisplay.php?f=58
http://youtu.be/Glec_MsmyMM


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gimymblert
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« Reply #6 on: July 11, 2011, 08:20:12 PM »

I have download your model, and sorry to say that but it is trully horrible and you should start over using one of the tutorial I have put for you, there are easy enough to follow and show all the basics! It took me a while to search them for you.

I also made a quick edit on your mesh, only moving the vertex around and not modifying anything else just to show you a good silouhette. If you have trouble with silouhette, use a ref as a background while modeling, all the pro do it so why not you? Don't be afraid to google for ready made ref (with "3D model sheet" as keywords on google image for exemple)



It still not good enough as the topology is worthless but it show you a better use of proportion. Even if you model is blocky that's not the main problem, you simply can do much with it as it is, certainly not animating anything!

Keep experimenting and practicing! Do your best!
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starsrift
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« Reply #7 on: July 13, 2011, 11:19:31 PM »

(many tuts)

Wheeeow, that's a lot! Thanks!


Hmmm, a second vote for "do it over". Sigh. Damnit, okies. Well, maybe I'll take the opportunity to do a completely different style, really thinking about trying to do something more cute and less real-ish.
« Last Edit: July 13, 2011, 11:26:37 PM by starsrift » Logged

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Wilson Saunders
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« Reply #8 on: August 12, 2011, 08:33:16 PM »

Look up how to use a background image in blender. You don't have to use a background image of your own creation. I have a decent pen and paper art background so I lay out the proportions there before attempting it in blender. Working just in blender may work for some people but I find it a little disorienting.
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