This is minor update, and shows the development of my understanding of the human form using the preceeding theoratical basis - Figure 03. I wish I had more time for this - 45 mins work in total.
Note 01 - During my first attempt I used references all the way thought to the end - Observe - > Interpret - > Model. This time I have used no references at all. This is because only through experimentation can we discovery how much we think we know - State Hypothasis -> Experiment/Model -> Check Hypothasis validity/accuracy -> Change to fit reality. At each step/compartment I followed this line of thought. This is the part that I enjoy most about modelling, it is no different to the process a scientist takes to uncover the mysteries of the propogation of light, say, or better still gravity - in both cases a process of discovery is involved - the product is knowledge.
Note 02 - When following the aformentioned methodology of form translation remember to always concentrate on one compartment at a time, during this attempt I found that every time my mind began to wonder at the other details the process became slower and increasingly pragmatic.
Note 03 - While I was modelling the respective 'compartments' I realised that I could grasp the various details better if I seperated them into minor and major catagories - The large structures of - volume - lines - planes(shadowing) - are modelled first with disregard to smaller details. The smaller details then arise almost naturally and very accurately during the sculpt, as a function of the underlying volume. This secondary catagorization within each compartment is very valuable, aspacially so in the stage of defining the internal planes of the human body. It is valuable, as we have seen before, because the mind is focused in a way as to to simplify the task while reproducing the subject more accuratly.
Final Note
Whilst this may seem tedious at first it is only a false impression. In my experiance this process feels natural since it follows the minds natural paterns of perception. It is also a better alternative to the weeks and months spent - potentially wasted - trying to understand and reproduce the human form by moving through each attempt unconscienciously(philosophically and methodologically) - hoping that if one practices long and hard enough the results will arise by themselves. Oh, and unlike me, try to take more time and enjoy the experiance it really is a wonderfull feeling - the process of gaining power
Kircho
Ps- If there are any questions or corrections I cordially welcome them.
Edit - I've added the base polymesh - the skinned zspheres.
Starting to look nice.. I am also in the proces of trying to model the human body, only one question you did not made fingers and toes in the base model. I think it will be hard trying to get them in the right shape, is there any reason you made them in 1 form?
Interesting content. I too, as you probably know, admire Loomis.
I don't wish to rain on your parade here Kircho so I can edit this post if you wish......
I thought I would place a ztool here for those that might be interested in following along side your quest. The model should suffice for those in need. The model is in Zsphere mode with a preview mode alongside in the pic below. The Ires can be anything from 10 to 100.
pixelsoul - The head and the hands, aspeciailly, are seperate projects alltogether and require attention seperate from the body. Also in the learning stage, which we are at atm, its usefull to limit the amount of information we need to understand and remember. The feet less so, but I have'nt bothered with them for the same reasons.
With the release of zbrush 2.5 we will have the ability to mix and mach parts and then cover them with custom-topology, so its no big deal if they are modelled seperate. Substitute model for zsphere - > use the new topology tool to draw mesh ontop. Or multimark -> create one polymesh -> draw topology over the top. If you can't wait, then use Ed's model from the beginning - but it just means more work.
I like only 5 stars - I would really appriciate if instead of merely voting you could address what issues you have with my writings. I am in the process of learning also and your input would help me and the readers of this thread.
Hi. Ambitious thread. When constructing a ZSphere chest, such as shown in an earlier post, what are the x,y,z res relationships among the overlapping ZSpheres? How is such a chest built without the result of an overlapped mesh between the ZSpheres? Thanks.
SNARK, if your referring to Figure 01 then the answer is - default settings. There is no overlapping because I have employed unified skinning instead of adaptive - as in the case of Ed's post. If you are referring to this image then I must leave it up to add to answer.
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Have been quite bussy this 'wrapped-presents-day', next update will be tomorrow or the 1st of 2006.
I couldn't figure out how to do that until I saw that image above like an hour ago.
It's the (MC) button that switches from an overlapping mesh to a volume type mesh instead.
If you make a zsphear object and press (A) or the preview button in the Adaptive skin section, you can see the changes in real time when you mess with the Adaptive skin options.