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Old 08-21-2006, 02:53 PM   #1 (permalink)
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Male Anatomy - Please Crit

Heres my new WiP - a low(ish) poly anatomy model

I am using the free references from Freedomofteach.

I am aiming for good edge flow and topology rather than trying to keep it low poly. Mainly using point by point modeling, as box modeling organic stuff infuriates me

I will post updates at various stages as I make progress. Here is the chest and stomach area

I am trying to imporve my organic modeling so please crit the hell out of it......

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Old 08-21-2006, 03:39 PM   #2 (permalink)
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It’s a little early to get too crit heavy to be honest, but it looks like an ok start.

Have you considered Strip Modeling? With this technique, you extrude an edge down the profile (one for front, back, left and right side of each appendage). Once your silhouette is correct, you bridge all the faces together to form solid shapes. This guy is an example, look at the first image of how the neck, jaw line, side profile, etc are a single strip, then he fills them out later. This way, your character gets a solid shape before you do a whole lot of work.

http://forums.cgsociety.org/showthread.php?t=395821

A lot of people love this method, but whatever technique works for you.
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Old 08-21-2006, 03:46 PM   #3 (permalink)
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If you are not concerned with polys, then get rid of those two triangles at the top of the 6 pack other than that, looks like a decent beginning.
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Old 08-21-2006, 03:47 PM   #4 (permalink)
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Chris - I usually start off with a strip for the face but I'd never considered adding more strips and using them for appendages. Maybe I'll try that for the legs and arms on this model, cheers Chris

JPowers - Yeah thanks for the comment. I've been going back and forth trying decide where to terminate that loop. I initially had it meeting in the centre but that doesnt represent the shape of the top abdominal in the reference pictures I'm using. I might come back to it later

Last edited by benclark; 08-21-2006 at 03:51 PM.
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Old 08-21-2006, 03:57 PM   #5 (permalink)
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heres the back and some man-ass for all of you.

His traps are a little insane but I guess he's been working out......

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Old 08-21-2006, 04:35 PM   #6 (permalink)
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roughed in some arms, still a bit of tweaking to do around the biceps but I'm giving it up for the night

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Old 08-21-2006, 06:16 PM   #7 (permalink)
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It's looking good so far, Ben.

chris - I never knew about "Strip Modeling" before, it may solve my frustrations and impossible sessions of modeling with primitives. Have you personally used that method for game characters?
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Old 08-21-2006, 06:33 PM   #8 (permalink)
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Oh yea, it works great for a few reasons:

It quickly creates a great looking shape so you can push the character's look and designer further faster, and it gets a good looking base down with minimal polygons saving a lot of clean-up and optimizing.

Last character I used the method on was this (unfinished). I stripped out all the shapes with planes, so his visual exterior is solid, but inner core is completely open and optimized, which keeps the polycount extremely low and character strong.

http://img148.imageshack.us/img148/7...icoma038qo.jpg
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Old 08-21-2006, 06:58 PM   #9 (permalink)
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Excellent Chris. I'll have to try it out. I don't suppose you know of any progress shots or Tutorials using this method, do ya? I'm struggling so much lately with Game Character modeling, and it's quite disheartening.
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Old 08-22-2006, 12:27 PM   #10 (permalink)
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some legs... still some tweaks to do but I'll leave that until last

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