Advanced Member L'Ancien Regime Posted May 10, 2015 Advanced Member Report Share Posted May 10, 2015 (edited) Without using any image planes or tracing I thought I'd just mess around and create a female anatomy figure entirely in 3d Coat, casually referring to some anatomy books for certain details I was uncertain about but basically working freely. BTW I'm getting old and I can't remember if I posted this before. If I have then apologies. Edited May 11, 2015 by L'Ancien Regime 1 Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted May 11, 2015 Contributor Report Share Posted May 11, 2015 (edited) I'm even older and can't remember you having made this fine contribution to your oeuvre so please continue. The thumb does look a little small in relation to the fingers. Edited May 11, 2015 by Tony Nemo Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted May 11, 2015 Author Advanced Member Report Share Posted May 11, 2015 I'm even older and can't remember you having made this fine contribution to your oeuvre so please continue. The thumb does look a little small in relation to the fingers. Thanks, I worried about that but wasn't too sure. Will work on the thumb size The Curve tool is a very important tool. I'm finding that I'm using it more and more. In my opinion 3d Coat Curves are superior to Zbrush Zsphere modeling. I particularly like the way you can click on their nodes and flatten or lengthen them as you work, which I just discovered last week. 2 Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted May 15, 2015 Author Advanced Member Report Share Posted May 15, 2015 (edited) Oh wait, I get it; you can't change the light angle in orthogonal view, only in perspective view. The hard thing about doing women is that with men you only have to deal with bone and muscle, a difficult enough task, but with women you have dainty bones, subtle muscles and it's all covered with a layer of baby fat, so you can only suggest structures that are obvious in a man. But then, it's more fun contemplating women even though they're perplexing right down to their physical structure. If only, if only Andrew had his own alternative to fibremesh hair. And it was better than the one in Zbrush. And it could easily be better than Zbrush because sculpting in 3d Coat is far superior to sculpting in Zbrush. I tried some sculpting in Zbrush and do you know what really ruins it? Adjusting the brush size and strength as you work. 3d coat you can adjust the brush's size and strength on the fly but with Zbrush you have to stop and hit the space bar and refer to the marking menu. Once you're used to the effortless way of doing it in 3d Coat it's a pain in the ass to do it the Zbrush way. Still in voxels, 1.5 million I can multiply that by 10 and still be running smoothly I'll go to Surface mode when it's time to really get into the details of the face the hands and the feet. I've got lots of plans for this figure in terms of learning new skillsets; 1. Skin texturing..never done that yet 2. Eyes...I've too been hesitant (read lazy) to take them on. I'm intimidated. 3. Hair. I played a bit with Zbrush Fibermesh last night and OMG it's awesome. 4. I've been studying rigging and weighting skin and this skill will really open up a lot of artistic paths in the future. It's going to be very cool to rig this lady and pose her 5. Creating clothing, footwear for her. Can't wait. I haven't done this on a figure yet. Should be a lot of fun both in sculpting with extracting surfaces and in using different cloth textures. Edited May 15, 2015 by L'Ancien Regime 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted May 15, 2015 Author Advanced Member Report Share Posted May 15, 2015 Took the three leg pieces as far as they'd go separately then fused them this morning mostly with the Fill Tool. Spent the morning working on the knee anatomy, and added the shin ridge of the tibia with Airbrush and Curve Stroke for the length. Filled the outer hollow this made with the Fill tool and then just smoothed the inner ridge to finish the shin. Now onto the foot. 1 Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted May 15, 2015 Contributor Report Share Posted May 15, 2015 Can you show a side view of the patella? Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted May 15, 2015 Author Advanced Member Report Share Posted May 15, 2015 (edited) Can you show a side view of the patella? this is a bit more like it Edited May 15, 2015 by L'Ancien Regime Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted May 16, 2015 Author Advanced Member Report Share Posted May 16, 2015 (edited) what a contraption the human body is..and what a struggle to come to terms with it and figure it out. There are few modeling tools in 3d Coat more worth mastering than the Curve Tool. Edited May 16, 2015 by L'Ancien Regime Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted May 16, 2015 Contributor Report Share Posted May 16, 2015 Will each toe require it's own volume to avoid runaway toe jam? Can't really splay them like fingers. Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted May 16, 2015 Author Advanced Member Report Share Posted May 16, 2015 (edited) Will each toe require it's own volume to avoid runaway toe jam? Can't really splay them like fingers. They will start out as individuals but will be all fused into one body. As far rigging goes there'll just be one "toe" rig for them all. I think I must do about 60-70% of my modeling with the Move tool. Every day I work with it, I learn how to get more out of it and how easy it is to pull pieces together for a later merge. It's sort of a hard concept to realize just how fluid a seemingly solid rather angular voxel object is. Cleitus, one of the real masters of 3d Coat really showed the way with this Move tool. He really impressed me with his skillful use of ti. Edited May 16, 2015 by L'Ancien Regime Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted May 18, 2015 Author Advanced Member Report Share Posted May 18, 2015 (edited) All that's left to do with this stage of the scupt is merge the toes with the bodyand do some touch ups there and then transform the entire body to surface mode for a more detailed sculpt with a variable density of mesh that'll allow me to really work on detailed parts like the face hands and feet. Oh and I have to say again; I really love the new render engine in 3D Coat. Thanks Andrew. Edited May 18, 2015 by L'Ancien Regime 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted May 19, 2015 Author Advanced Member Report Share Posted May 19, 2015 (edited) With this one I thought I'd take the trouble to give her a mouth cavity for the separate teeth object It's so much faster to split a body in half and then clone it with symmetry to rebuild the deleted half than in a program like Maya or Modo. I'm going to give her far more finished teeth than this. Right now I've just got a placeholder in there. Edited May 19, 2015 by L'Ancien Regime Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted May 19, 2015 Author Advanced Member Report Share Posted May 19, 2015 (edited) I've been thinking about how to approach the eyes in this project and frankly just slapping some photo of the iris down as a texture really doesn't do it for me. The Iris has this very mysterious complex structure. Based on the close up photo alone I started playing with curves laid down in symmetry on a torus bisected with a boolean cone. Obviously this result is really rough but it's proof of concept, that given enough work in layering and manipulating and assigning materials you could get very subtle complex eyes.. Edited May 19, 2015 by L'Ancien Regime 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted May 19, 2015 Author Advanced Member Report Share Posted May 19, 2015 (edited) webmaster please delete this post Edited May 19, 2015 by L'Ancien Regime Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted May 19, 2015 Contributor Report Share Posted May 19, 2015 Very interesting approach with the eye. I didn't expect that you would actually sculpt it in such detail. Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted May 23, 2015 Author Advanced Member Report Share Posted May 23, 2015 (edited) This is a very rough paint job, the result of two very frustrating anxious days trying to figure out how to texture paint again but now I'm happy as the way is clear... In the end this was 5 minutes of painting. http://3d-coat.com/forum/index.php?showtopic=17565&p=122353 Edited May 23, 2015 by L'Ancien Regime Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted May 23, 2015 Author Advanced Member Report Share Posted May 23, 2015 Andrew, if you happen to look at this thread, please give us a hair system built on splines, preferably laid down with something very much like the Curve tool but similar to the way Hair Farm works..or something. Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted May 24, 2015 Contributor Report Share Posted May 24, 2015 (edited) There are some things that doesn't seem right to me in your WIP post. The belly button feels too big and a little bit too flat - lacking detail. Perhaps you focused too much on the details of the iris and neglected this part of the model? Unless you haven't touched this part of the model yet, which is all right. There's a disproportion between the feet and the rest of the body. I'm not sure if it's just the camera angle or the feet are really so small. Maybe it's worth investigating? The woman is lacking her vulva. And this I think would be the most interesting part of the model to sculpt. Not because I'm a pervert, but because most of the modern digital artists' tendency is to "comfortably forget" this little nuance. Which is ridiculous because somehow sculptors and painters of the times long past didn't have much problem with it (like Gustave Coubert in his "L'Orgine du monde" oil-painting, to name just one). Be brave, L'Ancien Regime! We all count on you.Or hell - scratch that, let's just sculpt some zombies with intestines out, crushed skulls, and blood pouring all over the floor. This should lover the rating from NC-17 to PG. Edited May 24, 2015 by ajz3d 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted May 24, 2015 Author Advanced Member Report Share Posted May 24, 2015 (edited) Actually I have some other problems with her physique....but that's inevitable. Part of it is "what is a correct female physique? Huge variances in the possibilities... Also not really crazy about her forearm to upper arm attachment...lots of stuff to keep control of here.. I adjusted her hips, made them less abrupt. My MD friend is criticizing the knees...and the shoulder to hip ratio...just wrote him a letter to clarify things. Edited May 24, 2015 by L'Ancien Regime Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted May 24, 2015 Author Advanced Member Report Share Posted May 24, 2015 (edited) Pinterest orgy time! https://www.youtube.com/watch/?v=QuIKzCfxdiQ https://www.youtube.com/channel/UC-1AILnDBKsenN-2awbwBzw http://www.zbrushcentral.com/attachment.php?attachmentid=376471 http://www.zbrushcentral.com/attachment.php?attachmentid=376472 http://www.zbrushcentral.com/attachment.php?attachmentid=376473 http://www.zbrushcentral.com/attachment.php?attachmentid=376470 See? This dude is already modeling the eye with an anatomically correct iris. Amazing stuff. Totally beautiful work Edited May 24, 2015 by L'Ancien Regime 2 Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted May 26, 2015 Author Advanced Member Report Share Posted May 26, 2015 Paul Komoda Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted May 27, 2015 Author Advanced Member Report Share Posted May 27, 2015 Here's my attempt at retopo with the ultimate intention of rigging her for at least posing if not full animation. Are there any experienced riggers out there that can correct what I'm doing here? Does it look like I've built in any topological flaws that are going to explode on me when i start weighting the skin to the rig and moving her limbs around? I'm trying to base my edge loops off these two examples; 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted May 27, 2015 Author Advanced Member Report Share Posted May 27, 2015 I had to bisect her to retopo the inside of her mouth. It'll be interesting to see how cloning across the symmetry line will work out in surface mode. Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted May 27, 2015 Author Advanced Member Report Share Posted May 27, 2015 Whaddya know, it worked Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted May 27, 2015 Author Advanced Member Report Share Posted May 27, 2015 (edited) So this is apparently how it's supposed to be done at least as far as knee and elbow joints are concerned...the x loop By the way, how do I get rid of that annoying point on the right? And x loop on the elbows Edited May 27, 2015 by L'Ancien Regime 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted May 28, 2015 Author Advanced Member Report Share Posted May 28, 2015 (edited) Edited May 28, 2015 by L'Ancien Regime 3 Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted May 29, 2015 Author Advanced Member Report Share Posted May 29, 2015 (edited) So are there any retopo for rigging experts that can tell me if this is an exceptable edge flow topology? I can see there's too many step downs in one spot on the throat for one thing with six edged stars... Got to say, I've done big manual retopos before and what a bitch it is. Normally working on the computer doesn't bug my eyes but this retopo stuff really has me going cross eyed. Edited May 29, 2015 by L'Ancien Regime 1 Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted May 29, 2015 Contributor Report Share Posted May 29, 2015 So are there any retopo for rigging experts that can tell me if this is an exceptable edge flow topology? I can see there's too many step downs in one spot on the throat for one thing with six edged stars... Got to say, I've done big manual retopos before and what a bitch it is. Normally working on the computer doesn't bug my eyes but this retopo stuff really has me going cross eyed. Weighting your deformers will be more complicated with a large number of vertices. Save your mesh to use on other figures rather than a new retopo each time. Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted May 29, 2015 Author Advanced Member Report Share Posted May 29, 2015 (edited) Weighting your deformers will be more complicated with a large number of vertices. Save your mesh to use on other figures rather than a new retopo each time. That would be nice, Tony but one problem; a new figure will have a slightly different size and shape; how to make the existing polys and vertices snap to the altered sculpt? I was looking at the Tweak Room and there doesn't seem to be anything there to do that. Edited May 29, 2015 by L'Ancien Regime Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted May 29, 2015 Contributor Report Share Posted May 29, 2015 That would be nice, Tony but one problem; a new figure will have a slightly different size and shape; how to make the existing polys and vertices snap to the altered sculpt? I was looking at the Tweak Room and there doesn't seem to be anything there to do that. I'd cut the retopo mesh to pieces, scale them so their size is greater than a new reference mesh - then snap those parts to the surface and stitch them back together. However 3D-Coat's retopo room isn't the most comfortable for doing this kind of work, so I'd probably do the cutting/scaling/stitching part in some 3rd party dedicated modeller and import the modified mesh back to 3D-Coat for surface snapping and some further tweaking and relaxing (in the retopo room, not the tweak room of course). 1 Quote Link to comment Share on other sites More sharing options...
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