ZBrushCentral

Anatomy study

Hi all, I have been watching this forum for years and am constantly amazed by the work shown. I have a quick question and I hope you guys (and girls) can give me some advice. I recently graduated from university and really want to sink my teeth into some serious 3D modelling, specifically character modelling for my portfolio. My plan was to do an anatomy study on the overall male form, basing my work on one of the ‘Freedom of teach’ DVDs. But this has been done by so many before and obviously I need my portfolio to stand out in a crowd. Also my course only gave me a 12 week block in 3D max and I cant help but think this may be a little to much to soon. And I should concentrate on one specific area such as the head by starting with the skull and eventually getting to the fat and muscle tissue, perfect that, then move on to the rest of the body stage by stage. Ending up with a portfolio based more on quality over quantity. What do you think is the best method of learning anatomy? Any links, tips, or comments would be greatly appreciated.

i am also struggling to get my anatomy right too. So this is what helped and is helping me understand anatomy better.

http://209.132.96.165/zbc/showthread.php?t=59714&page=1&pp=15

http://209.132.96.165/zbc/showthread.php?t=054097

http://www.amazon.com/Human-Anatomy-Artists-Andras-Szunyoghy/dp/084160178X/ref=sr_1_6?ie=UTF8&s=books&qid=1217262385&sr=1-6

and also to search in google or yahoo

good luck;)

Check out Scott Spencer’s book: “ZBrush Character Creation”. It features a tutorial focused solely on a male bust that starts with the skull and builds the bust layer by layer of all the major muscles in the face and neck, then shows how to finish the bust by smoothing. Once you complete this tut you’ll have an incredible headstart on your journey into the study of anatomical modelling. The book is packed with an enormous amount of great tuts also. No, I do not get a penny from the sale of this book. I’m just a very pleased buyer.

Gnomonology also features several very economical video tuts by Ryan Kingslien and Zack Petroc that are very good also.

You may also want to look up the Visible Body 3D Human Anatomy site. When you sign up (it’s free), you get access to a 3D Virtual figure in the round that you can view interactively and at different levels i.e. skeletal, muscles etc. And you can do screen captures so that you can use the reference in your modeller of choice.

Enjoy,

Alan

Thank you both for your advice.

3David - Thanks for the links. Iv already seen them but its great to know they will come in usefull when i begin my study. In particular the ‘The human anatomy and 11 systems of the body’ work is outstanding and is exactly the sort of thing i intend on doing. which brings me on to my next question at the bottom of this reply…

yipchoy - thanks alot, thanbks to you iv just ordered the zbrush book ‘ZBrush Character Creation’. it looks like it will be a great help when getting into finalising my model with zbrush. And an ideal insight into the maya zbrush workflow. The website looks interesting to and will no doubt come of some use when im modelling, although i am aiming on getting the freedom of teach skeleton model (when it becomes avaliable) and/or the skeleton busts as my main referance.

My next question is that im really wanting to fully understand the theory of polygon modeling, in perticular the correct use of edge loops. Does anyone know of any books etc? Iv been looking and have the ‘edgeloop character modeling for 3d professionals only’ book, but it doesnt go into any detail on the consequences of/or why the topology is the way it is. The more indepth theory the better.

Hi again,
the closest that I can come to recommending something is a DVD put out by Autodesk that is titled “Modeling the Game Character” from the 3DS Max Game Development Series. Although the videos are aimed at Game Character Modelling through using 3DS Max, I believe that the lessons are very relevant regardless of the 3D software that you use. The instructor goes through in detail the theory and reasoning for edgeloops in the first 2 or 3 videos before he even starts on the modelling of the character. Well worth investing in. I am assuming that Autodesk is still selling this DVD in the Max section.
Alan

Hi, first I would like to say thanks to everyone who replied to my earlier questions. Sorry no work to show as of yet but i promise you your help is going to good use. Im currently studying 3d at home following dvd’s and have come up with a question they and the internet dont seem to answer.
I understand Zbrush prefers quads and tri’s (quads over tri’s as they don’t pinch). And while modeling characters for a game i should use the same theory to help ensure good topology for animation regardless of the use of zbrush. But what if I’m creating some scenery or a prop, e.g a screw driver. Can they include Ngons? And does the answer differ within the film and game industries?

Hi sorry to be posting another rather nube question but i have a quick question. Im modeling the skull and just finished the base mesh for the lower jaw.

My question is i have two different versions of the same mesh. 1 has a total 114 faces including 1 triangle and the other 126 faces and no triangles. as a general rule of thumb which is said to be the better way to model. loose the triangle and have a smooth mesh or keep it to keep face count lower? i should say that the triangle is relatively hidden within the opening of the jaw. i intend to take this into zbrush as well. And my desire is to get into the games industry. thanks

Hi Im starting to model a female head and Im having an issue with aligning the reference images. As you can see from my image i can align all the major points of the face (nose, lips etc). But Im doing so the alignment of the top of the head is way off. In the side view the hair is way higher than in the front. is this normal? Im thinking it may be due to camera distortion? i just thought id check before carrying on as, as you know the reference images are the most important part of modeling. Example.jpg

Iv been studying face topology and have come up with what i believe is a nice flow of edgeloops. My problem is iv just come discovered on my study in a tutorial book a very simular mesh with some slight alterations which improve the flow. if i make the changes then my topolgy will be identical to this referance image. Is copying someone elses topology cheeting?

Why would it be cheating? There’s no point re-inventing the wheel.
If something is good just use it!!