Advanced Member L'Ancien Regime Posted August 10, 2012 Author Advanced Member Report Share Posted August 10, 2012 http://youtu.be/o0piBgR1HT4 Quote Link to comment Share on other sites More sharing options...
Advanced Member pixo Posted August 10, 2012 Advanced Member Report Share Posted August 10, 2012 I just saw you work , this is a crazy work. Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted August 11, 2012 Author Advanced Member Report Share Posted August 11, 2012 The sacrum progressed along to the point where I couldn't resist making a save and then a quick experimental autopo, just to see how Andrew's algorithm handled such a topologically complex toroidial object; all those holes! I didn't do anything, no painted weights, no splines, I just let the algorithm do its thing...and it passed with flying colors. Very impressive. And an aside; when you undertake to do the human or any other animal form there's a natural human tendency to become an Aristotelian and seek some ideal human form with ideal proportions, but of course that's absurd. In my simple researches for this I can't believe how much the same parts diverge from one another in their genetic variations. The sacrum particularly seems to be very individualized...there's nothing even close to being a typical sacrum. It's all very strange and a little bit unnerving. Who and what are we anyway? The more I study it, the less I seem to know about what it actually should look like.. Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted August 11, 2012 Author Advanced Member Report Share Posted August 11, 2012 The dorsal sacrum after quickly sketching in its landmarks...lots of structural mysteries to explore ahead of me.. Oh and if you haven't discovered it yet, and your computer can run it, try Voxels/Cast Shadows for a vastly superior experience sculpting. And as yet all this is still just voxel scupting. I'm going to take the entire project as far as I can in voxels before going back to redo everything at the surface/live clay level...that should provide me with the optimal displacement maps that I can extract before going into per pixel painting.. Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted August 12, 2012 Author Advanced Member Report Share Posted August 12, 2012 The front side of the sacrum is simple and elegant. The dorsal sacrum is bizarre. Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted August 12, 2012 Contributor Report Share Posted August 12, 2012 I carried twenty pounds of birdseed back from the market and now my sacrum (or the muscles attached there to) are killing me. Nice to know what the bugger looks like. Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted August 12, 2012 Author Advanced Member Report Share Posted August 12, 2012 I carried twenty pounds of birdseed back from the market and now my sacrum (or the muscles attached there to) are killing me. Nice to know what the bugger looks like. That will be your psoas muscle Note; I tried saving and exporting the sacrum and hip bone meshes separately but when I autopoed them I had them visible. And as Digman told me...if an object is visible in 3d coat it will be worked on by the program like it was selected...so remember to turn off visibility of any assets you don't want included in an autopo etc.. And loving ghost mode. Very handy. Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted August 12, 2012 Contributor Report Share Posted August 12, 2012 "That will be your psoas muscle", spot on! I couldn't get by without Ghost mode. Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted August 13, 2012 Author Advanced Member Report Share Posted August 13, 2012 "That will be your psoas muscle", spot on! I couldn't get by without Ghost mode. Nothing will alleviate your lower back pain like a good psoas stretch. Make sure to do it evenly for both sides! Most pain is inflamation of the the muscle sheath. You can calm that down with ibuprofen...$4 for 200pills at the Superstore without a prescription. And the voxel stage of the pelvis is done; time to do the vertebrae.. Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted August 13, 2012 Contributor Report Share Posted August 13, 2012 Thanks for the stretch tip, doc! I took ibuprofen after the first spasm! Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted August 13, 2012 Author Advanced Member Report Share Posted August 13, 2012 Thanks for the stretch tip, doc! I took ibuprofen after the first spasm! You're welcome. Get well soon. Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted August 13, 2012 Author Advanced Member Report Share Posted August 13, 2012 So producing all the spinous processes the superior articular, pedicle, transverse processes, and vertebral foramen turned out to be a lot easier than I thought it would be, a lot easier than the last time I undertook this task over a year ago.. Just about ready to return to 3d coat to merge this stuff into voxels for some detailed scupting. Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted August 14, 2012 Author Advanced Member Report Share Posted August 14, 2012 Like a WWI battle you start the day with high hopes of a breakthrough but it always winds up in an ugly wrestling match with a stubborn opponent. And there's no elegant "standard model" to turn to. Every example seems to be radically different almost like something from a different speces. The body appears to be a jury rigged contraption at times.. Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted August 14, 2012 Contributor Report Share Posted August 14, 2012 You can thank evolution for that. It only works with what went before rather than a brand new optimal design. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted August 14, 2012 Reputable Contributor Report Share Posted August 14, 2012 Sometimes, I think it is what the person has done doing during his lifetime. what kind of work, diet, couch potato, slave... etc... Many factors make up the development of our bone structure. This is more true when the bones are still forming. With all the sitting down kids do at school in the last 80 years, It's a wonder that the pelvis /spline region develops as well as it does... We were not designed to sit for hours on end... oops better get my butt off the computer, Oh, yeah that's right, I do go to the gym.. You are becoming a bone veteran under the fire of sculpting.... Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted August 14, 2012 Author Advanced Member Report Share Posted August 14, 2012 Sometimes, I think it is what the person has done doing during his lifetime. what kind of work, diet, couch potato, slave... etc... Many factors make up the development of our bone structure. This is more true when the bones are still forming. With all the sitting down kids do at school in the last 80 years, It's a wonder that the pelvis /spline region develops as well as it does... We were not designed to sit for hours on end... oops better get my butt off the computer, Oh, yeah that's right, I do go to the gym.. You are becoming a bone veteran under the fire of sculpting.... Yeah this is the skeleton of probably a very poor East Indian peasant woman with small delicate bones...it's a lot different than the big simple bulky bones in pictures I'm finding online... This is as far as I want to/ can take this at the voxel level Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted August 14, 2012 Author Advanced Member Report Share Posted August 14, 2012 Uch, it's easier to set this up and do it in 3d coat than it is in Maya...going back and forth and setting things up is a pain in the ass. Just put up the image planes in the coat front and left view and use the clone tool to duplicate the vertebrae from one another, then resize and reshape. I wasn't that aware of the clone tool in the voxel room so I just tended to revert to Maya's ways. Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted August 16, 2012 Author Advanced Member Report Share Posted August 16, 2012 A brutal day..I've been cursing like Hitler in the bunker...a Windows update wiped out all the work I did from midnight to 4:00AM. Thanks. I knew the vertebrae would be a complicated task but all my photos and even having the thing right next to me did little to sort out the tangled mass of gnarly bones. so I spent the morning labeling each vertebra from three angles before I could get back to work and start where i'd been set back to at midnight. And the computer hangs...there's delays on each move at this point even after doing a massive resample down to one fifth of the originals. Somehow I keep accidentally turning parts from Voxel to Surface mode. I've learned not to freak out at this as you can still get back with a Ctrl Z even though it says you can't turn back to voxel mode.. This is not just being fussy. As you progress up the spine from the Lumbar 5 to the Cervical 1 there is this gradual progression and change in the fundamental shape of the vertebra and each vertebra has it's own unique physignomy...you could just make them all the same and clone them out and say "good enough" but it's not. It would suck hard. Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted August 17, 2012 Author Advanced Member Report Share Posted August 17, 2012 Up to thoracic 10 now.. Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted August 17, 2012 Contributor Report Share Posted August 17, 2012 The space left for the discs reminds me that my own have the proportions of tortillas from a life of manual labor. At least I don;t have the fused vertebra of the stevedore in Pompeii. Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted August 17, 2012 Author Advanced Member Report Share Posted August 17, 2012 The space left for the discs reminds me that my own have the proportions of tortillas from a life of manual labor. At least I don;t have the fused vertebra of the stevedore in Pompeii. Yeah I've shrunk half an inch since high school... Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted August 18, 2012 Author Advanced Member Report Share Posted August 18, 2012 Finally finished the thoracic vertebrae. Now for the most difficult part of the spine; the tightly packed and convoluted cervical vertebrae. Time for bed. What a crappy week. Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted August 19, 2012 Author Advanced Member Report Share Posted August 19, 2012 Cervical Vertebrae are the strangest and most complicated of the vertebrae; you can see it in the comparison to Thoracic 1... The fine parts are looking pretty rough but there's not point in upping the resolution. I'll polish things up in the surface mode and add details there. Spinous processes will get the Live Clay treatment for sure. And they support the ribs so there's no point giving them their final shape and orientation until the ribs go in and they butt up against the ribs for support. Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted August 19, 2012 Author Advanced Member Report Share Posted August 19, 2012 The spine is finally complete at least in its voxel state. Well there's still work to be done cleaning up the interface between the sacrum and the hip bones... I had no idea that the Axis (Cervical #2) and Atlas (Cervical #1) were like this. In fact, good photos of them at all angles is rare, even on Google Image...I had to hunt around. And they are really hidden away on my skelton... Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted August 19, 2012 Contributor Report Share Posted August 19, 2012 So are you going to print these out when completed? Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted August 19, 2012 Author Advanced Member Report Share Posted August 19, 2012 So are you going to print these out when completed? Well there's a lot of plans for this...this is just the beginning of the project...even just for the bones themselves. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted August 20, 2012 Reputable Contributor Report Share Posted August 20, 2012 I see a lot of hard work here you have done, outstanding... I'm looking forward to seeing the progression... Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted August 21, 2012 Author Advanced Member Report Share Posted August 21, 2012 extruding along a spline. Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted August 21, 2012 Author Advanced Member Report Share Posted August 21, 2012 What a treat...bringing a test rib mesh in from maya and merging it into the scene then cloning it with symmetry in 3d coat actually worked better than duplicating it at a -1 scale over the x axis in Maya... And moving the voxel rib around to shape its curve is actually easier with the 3d coat Move tool with a smooth falloff than it is to mess with soft selection in Maya.. Fitting the rib into the inferior and superior costal facets and buttressing it with the transverse costal facet onto the tubercle of the rib will be a piece of cake this way. Once again the strength of the voxel approach is made manifest; you get to shift and push and pull things around without any fear of overlapping edges, or tangling vertices or inverting faces past each other the way you do in polygonal meshes... Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted August 21, 2012 Author Advanced Member Report Share Posted August 21, 2012 I was worried this would be difficult to pull off... Quote Link to comment Share on other sites More sharing options...
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