Hey dudes,
Just started work on this kid and I’m in need of some direction.
Fairly slim-athletic build as he’s a vigorous runner - Afro/Belt to come later.
Thanks in advanced,
CT
Hey dudes,
Just started work on this kid and I’m in need of some direction.
Fairly slim-athletic build as he’s a vigorous runner - Afro/Belt to come later.
Thanks in advanced,
CT
So, just added some detail to the mesh, might simplify and smooth out some of the muscle tension after retopologising
Crits are still more than welcome - CT
Updates on the fro, belt and topo coming soon
Okiday, some updates on the new topology.
After some reflection on the original sculpt, I will be making some big changes, namely:
-adding actual toes (not stuck to the base of the sandals)
-smoothing out wrinkles around elbows
-rounding off the tibia (shin bone)
-widening the fingers, adding more shape to the wrist/bottom of palm
Hey CT, nice work on the sculpt! I like the detail you’ve done on the body. The head seems a bit too rounded in relation to the rest of his body and might take away from the realism of the sculpt, but not sure if you’re really going for realism here.
Only other real suggestion I have is you might want to reconsider the edge loops around the hips and thighs. If you’re planning on animating him later on, you’ll need to allow for enough deformation where his legs bend. The edge loops should follow the contour of his pelvis down into the groin to prevent over-stretching of the mesh and any textures you add. Same idea in the shoulders.
Otherwise, nice work
~ED
Updates on the sculpt as mentioned before
-Reshaped hands, widened fingers
-Lowered definition around tibia
-Created toes (sandals coming soon)
-Fewer wrinkles around elbows
@ ED - Thanks for the vision broo, will definitely get on adding more loops around the hip-to-legs and shoulders.
Here’s the topology in round 2.
Need a crit on the lower back pic though - should i add another loop around the top of the butt, or is it ok as is?
CT
Hey CT
The geometry in his butt looks fine I think. It’s the front that isn’t quite right. So I thought I’d make this little diagram to help you out some.
The red lines are how the edge loops should flow down over the hip and into the groin in the front. I also circled one little area in blue which MIGHT (or might not) give you pinching or deformation problems when bent.
Topology is a headache and there’s no sure right or wrong way to go about it. I’m definitely no expert, but there are areas that do have to be focused on in order to minimize deformation and stretching.
I included a couple examples of what I would consider relatively good topology in that area of the body. If you do a google image search for humanoid 3d topology you can find plenty of other examples too. I’m always using reference when I’m laying out geometry.
I’d have to look again, but from what I could see I think your shoulders are decent, at least in the front. I’d have to see the back again. There’s a predominant V-shape that goes up the back that is crucial in most realistic animation.
Also, two other points I thought I’d mention - the toes look too flat and too spread out to be natural. They’re never easy to get accurate on the first few tries, at least for me. Maybe try bringing them in towards each other to close up the gaps, and add some curvature to the middle 3. Pinky toes are usually not as bent as the rest of the toes, but they are pushed in towards the others probably the most. Again, a good photo reference of real feet (or even looking at your own) help a lot here.
And, the corners of the bottom lip could use some adjusting. The edgeflow is fine, its just that your top lip overhangs the bottom lip at the corners, so that the bottom lip is almost tucked in in those areas, to give it a more natural look. This should be pretty simple to adjust in z-brush, and shouldn’t take away from the stylized face.
I hope I don’t sound overly critical here. Just trying to give some pointers. Hope it helps.
~E.D.
Edit: In the toes, I meant to say they’re too straight, not too flat.
Thanks so much for all the help ED, very much appreciated!
I’ve worked on inserting an E-pole as to get a nice edge-loop over the front of the hips and continuing back around the butt as seen below. I’ve tested out the new mesh with the E-pole near the pelvis and it doesn’t create any pinching fortunately.
Thanks again for all the help, your crits have been spot on.
you should just sculpt and then retopologize later if you find out you need to. you probobly wont though. i hate it when topology gets in the way of the artistic process. thats why they made zspheres and retopology. use them. they rock.
why are you worrying about the edge loops when your model’s body isn’t ready yet?
edge loops maybe important if you are doing box modeling, but it is probably one of the last thing you should worry when you work in zbrush.
your model needs alot of works from head to toe. It’s body porportion does not match your reference. The head is nowhere near done, especially for the eye area. Your face’s anatomy can be alot better too. The shape of the eyes are wrong, the cheek bone is non existing, the lips aren’t define, the ears can have another pass, and the infraorbital triangle is missing…There are so many missing components on the face alone that you should not be worrying about the line flows at this moment if you decide to work on zbrush.
The body isn’t that much better. The anatomy of the arms are off. The biceps and triceps are a bit off, and the forearms needs a complete rebuild. The deltoid is also not accurate.
with all these things waiting for you to fix, why would you even bother to focus on your edge loops? If you are going to scuplt your model in zbrush, the chance is that you will need to retopolgy your model after you are done, and trust me, it is hell lot faster than doing it in maya or max. There is no point to correct your edge loops at this stage unless you think your model is done. Brushes like Clay and trim ignores topology when you sculpt, use them if you think your line flows are getting in your way.
it seems like you are learning the modeling in an old fashion way where you build a functional base mesh in maya, and sculpt the details on that mesh in zbrush. This would probably works a few years ago, but it’s vastly outdate now. I am just shock that no one mentioned this to you for all these time.
Love your base mesh and you got some fab oldschool skills that you can still use today but gotta agree with the previous posts sculpt it up (No fine details just the form) and retopo it man much more fun,faster and easy that way, plus if you not into zspheres then you got maya for a simple box man and GoZ ; )
but as I said I love your skills good work.
Pretty much this, you are learning modeling in a way that is dead and should stay that way.
Box modeling should be used only for hard edge modeling nowdays only, and for doing base meshesh for sculpting. Dont try to model characters with box modeling it takes years to master.
Your base mesh is ok, now you should just sculpt in zbrsuh, and get some anatomy references ;]
I don’t agree with this, and chances are most instructors wouldn’t either. If he’s a student, its likely that they expect him to know proper edge flow and how to construct a functional humanoid model the traditional way from polys or nurbs before going into a program like zbrush or mudbox. I think that’s why the school I go to doesn’t teach z-brush or any other sculpting software until you’ve got a pretty good understanding of how to construct a box model that can be rigged and animated without breaking.
You also have to be aware of how dense your geometry is. Only cut in lines where you need them to shape the model. The geometry in the hands, for example, is way too heavy. Something I forgot to point out earlier. The edges around the underside of the knuckles are unnecessary and there’s too many polys in the pad of the palm at the base of the thumbs. This will result in thousands of extra polys at higher resolution in zbrush, and you’ll get pinching. that geometry could be better spent elsewhere. Try working on the sculpt of the hands and fingers too. There’s just not enough of an organic feel in the hands. They’re still pretty boxy and flat.
Toes still need more work too, in terms of shaping at least.
But I don’t have issue with your overall sculpt. More attention to proper anatomy is needed, but its too hard to tell from that one line drawing reference just how accurate it is to the character. though his face is more acorn-shaped than it is in your model, which is more rounded. It’s hard to tell if you’re going for a more anatomically correct sculpt here or one that’s more stylized. Either way, get tons of anatomy reference.
Since you’re running out of time, it’s not likely that you’re going to be able to address all these issues before your due date. But don’t abandon it once you’ve submitted it. See if you can come back and work with it more to really get it to the point it should be at in terms of professionalism and optimization. I do like the sculpt. It would be nice to see him fully finished and posed.
~E.D.
PS: here’s a sweet thread on anatomy from the gallery.
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