Fri, Nov 22, 7:10 PM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)



Subject: Lucas - original male figure project for PP2012


LaurieA ( ) posted Thu, 25 April 2013 at 1:14 AM

Nice BUNS! :D

Laurie



monkeycloud ( ) posted Thu, 25 April 2013 at 2:03 AM

Marvelous news!

 

I'm ecstatic that Lucas has been rekindled...and he's looking great :)


pitklad ( ) posted Thu, 25 April 2013 at 2:18 AM

Face also looks resculpted, can you show us close ups?


My FreeStuff


mylemonblue ( ) posted Thu, 25 April 2013 at 4:34 AM

This latest version rocks!

My brain is just a toy box filled with weird things


ssgbryan ( ) posted Thu, 25 April 2013 at 9:09 AM

I am so looking forward to this.



Cariad ( ) posted Thu, 25 April 2013 at 9:35 AM

I shall refrain from petting the screen... but it is a near thing...

He looks amazing regardless, and it is so nice to see a male figure that manages to be toned without having 'moobs'


Latexluv ( ) posted Thu, 25 April 2013 at 2:34 PM

I'm liking what I see so far! Would like to see him in a pose with his arms down. I'm seriously hoping for no shoulder bulge like in a certain other male.....

"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate

Weapons of choice:

Poser Pro 2012, SR2, Paintshop Pro 8

 

 


AmbientShade ( ) posted Thu, 25 April 2013 at 8:54 PM

Thanks for all the positive comments everyone. There will be more renders and close-ups in the near future.

There will not be shoulder bulges, no worries there. I'm scrutinizing details like that, trust me. Working on getting as many realistic muscle movements in as possible, especially in the chest, back and shoulders. It requires a combination of weight maps and JCMs though, and I don't want him to be too JCM-dependant as to not make it such a headache for content creation. 

 

~Shane



AmbientShade ( ) posted Fri, 26 April 2013 at 12:58 PM · edited Fri, 26 April 2013 at 12:58 PM

file_493953.jpg

Just a quick Z-B render for you guys while I rework some of his topology. 

Still not sure if I'm 100% happy with his face, but it's kind'a growin on me. He doesn't have brows yet so that's part of it. Thinkin maybe I should square it up a little, make him a bit more masculine.

Anyway. He has a body texture, I just don't have it applied here. 

Don't be afraid to criticize anything that doesn't look right. It won't offend me. I'd rather it be pointed out now than ignored til later.

He will have a full set of face and body morphs though, for those who prefer thicker to toned, etc.  

 

~Shane



Cariad ( ) posted Fri, 26 April 2013 at 2:22 PM

I like his face, I have always liked cheekbones on guys.  I think so his jaw might stand to be a trifle wider and more squared off, it might help make it look slightly more balanced.   I like the angled jaw though, sooo make sure it stays as a morph,  please. :)  

His head in profile and face on may help isolate any 'strangeness'.  Mind you he already looks better than all the males out there that I have seen and can use.  If he scales well and come with a full set of morphs  I am going to be standing in line to grab him, despite my resolution to not buy more content.  Oh wait that it going to mean getting my copy of Poser up to date as well..  I see this as possibly being bad for  my credit card bill.... LOL.

 


Kerya ( ) posted Sat, 27 April 2013 at 1:34 AM

I think he is masculine enough ...


Latexluv ( ) posted Sat, 27 April 2013 at 1:56 AM

I do like the musculature in his body, but he does look a bit like a "bowflex" kind of guy. Not that I don't like looking at that! :) But you might want to think of some morphs that soften him down a bit, heh, though I'd probably go with the default there. On the texture map side of it (this from a texture artist), please consider a map where he's cue ball bald. I absolutely hate head maps that have the hair painted on it. This interfers with the application of hair props or conforming hair. Just think Yule Brinner when you do the map. smirk One of the most handsome, no-hair, man I've ever seen.

"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate

Weapons of choice:

Poser Pro 2012, SR2, Paintshop Pro 8

 

 


toastie ( ) posted Sun, 28 April 2013 at 9:09 AM

I only just noticed Lucas is back.... great news!


LeeMoon ( ) posted Sun, 28 April 2013 at 9:26 AM

Lucas is looking great Shane!

I'm patiently waiting (that's a wee bit of a lie - LOL) to be able to use him in my renders.

Seriously... excellent work here!

 

Lee


estherau ( ) posted Sun, 28 April 2013 at 9:37 AM

He's looking very good so far.  Glad to see you didn't abandon the project.

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


AmbientShade ( ) posted Sat, 11 May 2013 at 2:03 AM

Sorry I have not replied sooner to all these comments. I wasn't ignoring them, just been busy working on a lot of things, trying to balance time and make progress every day. I took about a week's break on Lucas to resculpt Laila - his female counterpart. Still working on details with her too, but she will get her own thread when I'm ready to show her.

With the announcement of P10/PP2014 I'm also trying to figure out how to balance working Lucas into that. 

Quote -**Rhionon: **I like his face, I have always liked cheekbones on guys.  I think so his jaw might stand to be a trifle wider and more squared off, it might help make it look slightly more balanced.   I like the angled jaw though, sooo make sure it stays as a morph,  please. :)  

His head in profile and face on may help isolate any 'strangeness'.  Mind you he already looks better than all the males out there that I have seen and can use.  If he scales well and come with a full set of morphs  I am going to be standing in line to grab him, despite my resolution to not buy more content.  Oh wait that it going to mean getting my copy of Poser up to date as well..  I see this as possibly being bad for  my credit card bill.... LOL.

Thanks Rhionon. He will have a full set of morphs, face and body. At this point I'm not sure whether they all will be included or if they'll be add-ons. I can say that at least some, like a basic set, will be included. He will also be fully scaleable and various body sizes will be part of the base figure morphs as well. 

He will come with some starting clothing too, which I've already built half of. Not sure how many pieces will be included just yet, but you won't have to worry about him bein naked and waiting on new clothes for him. 

Quote - **Latexluv: **I do like the musculature in his body, but he does look a bit like a "bowflex" kind of guy. Not that I don't like looking at that! :) But you might want to think of some morphs that soften him down a bit, heh, though I'd probably go with the default there. On the texture map side of it (this from a texture artist), please consider a map where he's cue ball bald. I absolutely hate head maps that have the hair painted on it. This interfers with the application of hair props or conforming hair. Just think Yule Brinner when you do the map. smirk One of the most handsome, no-hair, man I've ever seen.

Thanks Latex, and good point on the texture. I'm not quite to the point of finalizing all that yet, but I will say that his included base texture maps will double as a merchant resource of sorts. You can modify them as you please and repackage, if you want. As long as they're used only for him, of course. I stress the word base there because at this point I'm not sure how many texture variations he will have included innitially. Really just depends on how much time I get. But I'm hoping that should help get some people interested in making additional content for him once he's available. 

Not sure if I've revealed too much or not or whatever, but I'm not real concerned about it. 

Rigged and posed shots to follow in the near future, and I'll do some close-ups of his face soon for those asking. 

I appreciate everyone that's following this. I'll do my best not to disappoint. 

 

~Shane



monkeycloud ( ) posted Sat, 11 May 2013 at 4:42 AM · edited Sat, 11 May 2013 at 4:43 AM

Great news Shane, on all points there. Looking forward again to seeing Lucas continue to move towards fruition... and good to hear the female counterpart, Laila, is progressing too.

Your sculpting is clearly excellent. Can't wait to see how the rigging comes together.

In terms of Poser Pro 2014, it certainly looks like the new Fitting Room will provide a boost relative to any new figures... in that it could make the workflow for merchants or end-users, to set up clothing across multiple different figures, that bit easier?


estherau ( ) posted Sat, 11 May 2013 at 5:33 AM

well at least we'll have some quick clothes for Lucas from the daz wardrobe. I'm still reallly excited about Lucas!!!

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


mylemonblue ( ) posted Sat, 11 May 2013 at 8:55 AM

Laila? I wouldn't have thought you'd be working on her for a while yet. That's great news as well.

I like how Lucas is shaping up. He's actully very close to what I'd have a leading man in a Poser made story look like.

 

Thanks for the update. I know the real world (meat space) can frequently take people away from their art activities and it's always good to know when a project like yours is moving along. Wooot!

My brain is just a toy box filled with weird things


Teyon ( ) posted Sat, 11 May 2013 at 9:35 AM

Looking good!


Cariad ( ) posted Sun, 26 May 2013 at 1:37 AM

Quote - Thanks Rhionon. He will have a full set of morphs, face and body. At this point I'm not sure whether they all will be included or if they'll be add-ons. I can say that at least some, like a basic set, will be included. He will also be fully scaleable and various body sizes will be part of the base figure morphs as well. 

He will come with some starting clothing too, which I've already built half of. Not sure how many pieces will be included just yet, but you won't have to worry about him bein naked and waiting on new clothes for him. 

If he is naked, with a body like that I don't think I care. :p  And if I feel some strange need to cover him up well it gives me a reason to model more.  Not that I need an excuse, but I would like to model something for a male fiugre I am likely to use.  Hehe.

  Naked is good, clothes are good... If his female counterpart equals up to him, welllll.... I like having new figures to model stuff for. 


AmbientShade ( ) posted Tue, 27 August 2013 at 10:34 PM

file_497673.jpg

Ok, since I've been talkin all this crap lately, and don't really have anything posted to back up what I say, AND since it's been quite a while since I updated this thread, I figured I'd post an update on where Lucas is at in development. This is just a preview shot for now, but I'll follow up soon with more visible mesh shots if they're wanted, and other poses as I continue to fine-tune the rig.

It's not intended to be a discussion on mesh quality (at this point - but soon), since his mesh is still being fine-tuned. This is his 3rd rig, and 4th mesh complete redesign (i think? kind'a lost count). (not including minor tweaks and adjustments/poly-squashing, as those are always pretty much innumerable). Currently he's just under 50k but I'm in the process of reducing it to about 45K, give or take, and see how that works. That is his high res mesh. I have 2 other meshes still being built, low res (around 1500 is the goal) and med res (around 20k). They will all share the same rig. 

I work in tandem, rigging and geometry tweaking, because it's the only sure way of getting optimum results out of both the mesh and the rig - on ANY figure. 

There are no weightmaps or JCMs at this point, obviously.

Keep in mind everything is WIP, from the geometry to the texture, NOTHING is final yet. There are still a lot of adjustments needed in the rig and some of that is evident in this shot. 

Feel free to critique all you want, rip him apart, I encourage it. If you think it's shit go ahead and say so, it's not going to hurt my feelings or get me irritated, I want brutal honesty. It's the ONLY way you learn and improve.

There will be more updates in the very near future (I know I say that all the time), and I'm working on putting together a blog for those out there who are interested, to follow. 

He is bearskin mapped, with his head separate. I'm still debating if that's the best way to map him. Thinking about remapping him to break up body parts in order to reduce stretching, which is unavoidable when a high-res model is bearskin mapped.

 

~Shane



LaurieA ( ) posted Tue, 27 August 2013 at 11:07 PM

Wow..he's changed a lot since I last saw him ;). Looks good.

Laurie



toastie ( ) posted Wed, 28 August 2013 at 5:13 AM · edited Wed, 28 August 2013 at 5:22 AM

Still looking good! I love the body shape and musculature.

Feet and hands (which are often a disaster on figures) look good from what I can see so far. Seems like most modellers have either never looked at a real foot, or think they will be in shoes so don't matter!

eta: Haha! I just read your other post saying you're sick of people telling you something looks good.... ah well. Maybe I'll find something to criticise later. Seeing as I only model buildings and vehicles, what it takes to model a human successfully is beyond me. I only know when I start using a mesh how successful it is!


monkeycloud ( ) posted Wed, 28 August 2013 at 5:26 AM

He is looking very nice Shane... look forward to the blog :)

I have my fingers crossed we'll see him finished in the not too distant future? But meantime, it's great to hear of the wip...

I guess there's pros and cons to the bearskin mapping? Am I right in thinking it boils down to a compromise between issues with stretching and having seams??

Cheers


estherau ( ) posted Wed, 28 August 2013 at 6:07 AM

His wrists looks a bit puny for such a well muscled guy, and there is something odd about the contour of his arm (upper arm) along the lateral border.  But on the whole he looks awesome and if he were foresale I am sure I would buy him when finished.

Love esther

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


BadKittehCo ( ) posted Wed, 28 August 2013 at 8:45 AM

His anatomy deviates a fair amount from standard proportions and make him look lanky and a bit awkward (which is ok, some people do have that kind of a build), is this intentional? 

What contributes to the arm looking odd is that bicep and deltoid are puffed up as if flexing, while the rest is in relaxed position. Even in someone with very buffed up biceps and brachialis, those two can look surprizingly flat when relaxed.

Brachioradialis origin curves in abruptly again like it it flexing ratherthen relaxed, same with digitorum flexor group. Those two grups of muscles cant flex at tbe same time because they are antagonistic group. One is adductor, the other is abductor.

Those are few immediate things that jump out at me about the arm. Some could be because of extreme perspective used in the pic.

___
Renderosity Store  Personal nick: Conniekat8
Hi, my name is "No, Bad Kitteh, NOO", what's yours? 


DarwinsMishap ( ) posted Wed, 28 August 2013 at 11:06 AM

I am very interested in following this thread- I haven't had too much time to really look at the WIP's closely, but so far I really do appreciate what you've accomlished so far.  Heck, I still use Apollo some days and tweak his mesh in PP 2010 or Carrara along with the rest of the Studio males, and I'm branching out to the Poser Male Collection now as well. 

Definitely would love to add him into the pot of characters.  XD


AmbientShade ( ) posted Wed, 28 August 2013 at 12:14 PM

Quote - **LaurieA:**Wow..he's changed a lot since I last saw him ;). Looks good.

Laurie

Thank you Laurie. I think you did see this version of him back when I was in OKC, he just didn't have his rig in at that point. Granted there have been some minor adjustments since then as I'm always adjusting things, and still have more to go. 

 

Quote - **Toastie:**Still looking good! I love the body shape and musculature.

Feet and hands (which are often a disaster on figures) look good from what I can see so far. Seems like most modellers have either never looked at a real foot, or think they will be in shoes so don't matter!

eta: Haha! I just read your other post saying you're sick of people telling you something looks good.... ah well. Maybe I'll find something to criticise later. Seeing as I only model buildings and vehicles, what it takes to model a human successfully is beyond me. I only know when I start using a mesh how successful it is!

Thank you Toastie. Of course straight forward compliments are always appreciated, its just that when that's all that's ever receieved without any real input, it gets old, and starts to feel like people are just saying it to be nice without really looking at it. Granted, a lot of people here aren't all that familiar with the inner workings of anatomy or organic modeling but we're all very familiar with what a human looks like, or should look like, so in that regard no one is a novice. 

Quote - **MonkeyCloud:**He is looking very nice Shane... look forward to the blog :)

I have my fingers crossed we'll see him finished in the not too distant future? But meantime, it's great to hear of the wip...

I guess there's pros and cons to the bearskin mapping? Am I right in thinking it boils down to a compromise between issues with stretching and having seams??

Cheers

Thanks Monkey. Yes, hopefully in the near future, but I'm not letting him go until he's the absolute best I can possibly produce, at least at this stage of my skill level. Otherwise what's the point? I hate doing things half-ass just to get it done. I tend to be a perfectionist with details too. Example: Spent over 2 hours last night just working on one fingernail pushing points around until it looked right. Couldn't get it the way I wanted in ZBrush so had to dig in by hand. Could probably still use some adjusting.

Originally the fingernails and toenails were seperate geometry, cause I was thinkin that would allow for better flexibility for morphs, etc, but ultimately its a waste of geometry and can be built into the base mesh so that's what I went with instead.

I haven't been able to work on him as consistently as I'd like to over the last several months tho, due to working on other projects, moving back to the east coast, helping my folks renovate 2 of their houses, and just other random distractions that pop up. I have a few other things I'm working on too - vendor items for other figures - that also take time away from Lucas. But it helps to take a break from him for a bit from time to time so I can come back to it with fresh eyes and see things that need correcting that I overlooked before from staring at it too long.

But he will be done, and there will be a lot more progress images leading up to that.

All the feedback is greatly appreciated. 

Next post will address wrists, deltoids, biceps, hands and feet, etc. :)

 

~Shane



AmbientShade ( ) posted Wed, 28 August 2013 at 12:55 PM

file_497683.jpg

Arms up.



AmbientShade ( ) posted Wed, 28 August 2013 at 12:57 PM

file_497684.jpg

Arms more relaxed.

(appologies - have never figured out how to attach multiple images to a single post).



DarwinsMishap ( ) posted Wed, 28 August 2013 at 12:57 PM · edited Wed, 28 August 2013 at 1:00 PM

Taking time away from any project- be it for a day, a week, or even months- can in the end provide more benefits even with the lost of time.   I’ve had to be pulled from projects for a good six months- the detriment there (for me, at least) is forgetting what I’ve done and how I got it done to finish the rest.  It’s happened before. 

I am not a modeler.  The only thing I’ve managed to “model” so far are goblets.  I have attempted to work on a human head in Carrara (I know it can be done, just don’t have the cash flow to purchase the tutorial) and failed miserably.   I have the utmost respect for people that can model a human figure- not just somewhat, but with believable and realistic results.  I don’t mean just “Pretty”, but with flaws, unevenness, and those little things I’ve noticed people overlook in a lot of artwork and vendor products.  Flaws aren’t always easy to model, texture, or make either!

I really hope to be able to get my hands on Lucas when he is available.  I’d love to try to do a ground-up skin texture on a figure that has nothing to do with photograph resources……..even if there are plenty of other models out there to work on, I’m about sick to death of looking at the old stand bys.  (I’ve played with Rex a bit recently-he may be workable.)

The outer arms, shoulder and upper arm area, have an odd bending/stretching as the old and new Generation figures from Studio have.  Is this simply because of the angle of position I wonder?  I know there are plug--ins to fix those bends and stretches on V/M4 and even 3, but I've always wondered if there was a way to prevent the stretching/warping without them other than weightmapping?  If that even worked?  (I've never used or understood weightmapping, so forgive my ignorance.)

 

I’m keeping a close eye on this thread……..as soon as I can pull one out of the jar on my desk.


AmbientShade ( ) posted Wed, 28 August 2013 at 1:07 PM

Quote - His wrists looks a bit puny for such a well muscled guy, and there is something odd about the contour of his arm (upper arm) along the lateral border.  But on the whole he looks awesome and if he were foresale I am sure I would buy him when finished.

Love esther

Thank you Esther. I appreciate your continued interest :)

Do his wrists still look puny in default pose? 

Generally they are usually rather thin unless a guy is extremely muscled, body builders even tend to have thinner wrists since the muscles and tendons in that area all taper down into the hands. 

I think part of the percieved puniness might be due to the previous pose and how the wrist is currently bending in the rig, and I'm still working on the rig. There are no JCMs or capsule zones or anything at this point cause the goal is to get the base rig tuned as much as possible before adding on the rest. And, because the mesh is still a WIP, I'd have to keep redoing JCMs every time I change anything in the geometry. 

A base rig should bend fairly well without add-ons if the mesh is designed properly, so that's why I haven't done the JCMs or weights yet. 

Scaling morphs will also allow for thicker and thinner wrists, as its my intention to do full body scaling morphs for every body part, beyond the basic x-y-z scale dials.

 

~Shane



AmbientShade ( ) posted Wed, 28 August 2013 at 1:30 PM

Quote - His anatomy deviates a fair amount from standard proportions and make him look lanky and a bit awkward (which is ok, some people do have that kind of a build), is this intentional? 

What contributes to the arm looking odd is that bicep and deltoid are puffed up as if flexing, while the rest is in relaxed position. Even in someone with very buffed up biceps and brachialis, those two can look surprizingly flat when relaxed.

Brachioradialis origin curves in abruptly again like it it flexing ratherthen relaxed, same with digitorum flexor group. Those two grups of muscles cant flex at tbe same time because they are antagonistic group. One is adductor, the other is abductor.

Those are few immediate things that jump out at me about the arm. Some could be because of extreme perspective used in the pic.

 

Thanks for the honest critique. We need more of that more often. :)

The bulging of the deltoid is mostly due to the current rig and how shoulders bend because of the extremely unnatural T-pose Poser figures are modeled in. It happens on all Poser figures and can usually only be corrected with JCMs and Weightmaps. It's not AS apparent in female models because generally females have much smaller deltoids than males. In the reverse, when the arm is raised to point up on the Y axis, you get the extreme buldging of the pectorals, that's always seen in just about every Poser figure, and often complained about. Again thats something that can only be fixed with weightmaps and JCMs. 

I might also have the arm bone centers too far in, making it buldge more when down so I'll adjust that and see how it looks.

As for the bicep, it probably does look a bit too thick closer to the elbow. I also need to soften the ramping of the brachio by the elbow so that it's not so flexed looking. 

He's not intentionally lanky. I used the hand camera in the previous render cause it's closer to perspective I normally use when modeling in ZB, which I usually have set to somewhere between 90 and 125. I probably should have switched back to main cam before render.  

His neck probably looks a bit too long from that angle too. I want to add another group to give the neck two parts as right now it's just Chest > Neck > Head. I think a 2nd neck group will help with all that. 

 

~Shane



meatSim ( ) posted Wed, 28 August 2013 at 1:37 PM

this looks very good.  The one thing that my very uneducated eye seems to catch is that his torso seems a little thin in relation to his arms and legs.  looking up from the feet and following the figure up I'm expecting those legs to give way to a more (i dont know the word to use) rugged, or solid torso.  I'm not quite sure how to explain this better (though I think my initial explaination sucked!)  Its almost like the torso belongs to a very athletic smaller framed fellow.  Where the arms and legs remind me more of a, still athletic, tall, braod shouldered kind of guy.

Just some basic impressions.  

Good work! 


AmbientShade ( ) posted Wed, 28 August 2013 at 1:57 PM

Quote - Taking time away from any project- be it for a day, a week, or even months- can in the end provide more benefits even with the lost of time.   I’ve had to be pulled from projects for a good six months- the detriment there (for me, at least) is forgetting what I’ve done and how I got it done to finish the rest.  It’s happened before. 

I am not a modeler.  The only thing I’ve managed to “model” so far are goblets.  I have attempted to work on a human head in Carrara (I know it can be done, just don’t have the cash flow to purchase the tutorial) and failed miserably.   I have the utmost respect for people that can model a human figure- not just somewhat, but with believable and realistic results.  I don’t mean just “Pretty”, but with flaws, unevenness, and those little things I’ve noticed people overlook in a lot of artwork and vendor products.  Flaws aren’t always easy to model, texture, or make either!

I really hope to be able to get my hands on Lucas when he is available.  I’d love to try to do a ground-up skin texture on a figure that has nothing to do with photograph resources……..even if there are plenty of other models out there to work on, I’m about sick to death of looking at the old stand bys.  (I’ve played with Rex a bit recently-he may be workable.)

The outer arms, shoulder and upper arm area, have an odd bending/stretching as the old and new Generation figures from Studio have.  Is this simply because of the angle of position I wonder?  I know there are plug--ins to fix those bends and stretches on V/M4 and even 3, but I've always wondered if there was a way to prevent the stretching/warping without them other than weightmapping?  If that even worked?  (I've never used or understood weightmapping, so forgive my ignorance.)

 

I’m keeping a close eye on this thread……..as soon as I can pull one out of the jar on my desk.

 

Thanks Darwin- I appreciate your interest. Good to see a new face on the thread. :) I try to respond to everyones post but sometimes I miss some.

Modeling isn't for everyone, especially organics. It can be tedious and seem like it takes forever, but its something I've always been addicted to really, since I discovered 3D. 

I'm still mostly a modeler since that's what my focus was on in school. After a while you start seeing everying in RL in wireframe - from the coffee pot to your own hand.

 

Deliberate imperfections in details make a model look more natural and real. Pretty and perfect gets boring very fast. It has to be added in in the final stages tho, since 3D relies so much on perfect symmetry durring the bulk of the design and building process.  

Texture painting by hand can often produce better results than using photos, and in a lot of ways is much more artistic, espcially when you're good at it. You should check out Scott Spencer's book on character design - he has a full section on how to air brush photo real skin textures using nothng more than primary colors - a technique he developed during his days as a latex prop builder in films and adapted it to 3D. 

I appreciate the input. 

 

~Shane



AmbientShade ( ) posted Wed, 28 August 2013 at 2:03 PM

Quote - this looks very good.  The one thing that my very uneducated eye seems to catch is that his torso seems a little thin in relation to his arms and legs.  looking up from the feet and following the figure up I'm expecting those legs to give way to a more (i dont know the word to use) rugged, or solid torso.  I'm not quite sure how to explain this better (though I think my initial explaination sucked!)  Its almost like the torso belongs to a very athletic smaller framed fellow.  Where the arms and legs remind me more of a, still athletic, tall, braod shouldered kind of guy.

Just some basic impressions.  

Good work! 

 

Ok thanks. So, maybe his thighs should be a bit slimmer to match his torso? 

Or should his chest and shoulders be broader?

Thighs are one of my weaker areas. They always tend to look like saddle bags. Lots of different muscle groups going on there and difficult to get the taper down to the knee just right.

 

~Shane



DarwinsMishap ( ) posted Wed, 28 August 2013 at 2:09 PM

I will do that, thank you!  I have one book on how to work realistically done skin just by painting rather than rely on photos and it did help me when it came to the bump/spec/displacement maps I've made but I have yet to go as far as starting the skin from scratch.   I'll look into that book and author toot sweet.  XD

 

I know what you mean about how you see things- I'm always........always taking photos of textures.  My poor phone has been locked up more times than I can admit with photos of textures I've come across; cement, brick, tile, bark, rust, chrome..everything.  In my heart, I guess, I'm more of a texture maker than a modeler if you compare the two.  I don't see in wire frame (yet).

I'll have to remember the point about saving imprefections for later in the design- perhaps that was part of my problem when I tried to start off with them in the base mesh of the head I Tried.  Everything came out wonked.

No worries if you ever miss mine, and I'm glad to be a part of this one!  I'll just mark my corner here, cop a squat, watch and sketch while Mr.  Lucas progresses. ;)


BadKittehCo ( ) posted Wed, 28 August 2013 at 2:55 PM

Would you post side and back view, with arms about 3/4 down, i want to see whst is going on with a few things.

Fairly high rez, so i can do a paintover, if you want.

___
Renderosity Store  Personal nick: Conniekat8
Hi, my name is "No, Bad Kitteh, NOO", what's yours? 


BadKittehCo ( ) posted Wed, 28 August 2013 at 2:55 PM

Would you post side and back view, with arms about 3/4 down, i want to see whst is going on with a few things.

Fairly high rez, so i can do a paintover, if you want.

___
Renderosity Store  Personal nick: Conniekat8
Hi, my name is "No, Bad Kitteh, NOO", what's yours? 


LaurieA ( ) posted Wed, 28 August 2013 at 2:55 PM

Quote - > Quote - **LaurieA:**Wow..he's changed a lot since I last saw him ;). Looks good.

Laurie

Thank you Laurie. I think you did see this version of him back when I was in OKC, he just didn't have his rig in at that point. Granted there have been some minor adjustments since then as I'm always adjusting things, and still have more to go. 

You need to learn how to say when...lol.

 

 

Is is when yet? :P

Laurie



AmbientShade ( ) posted Wed, 28 August 2013 at 3:15 PM

file_497690.jpg

Ok hows this on the deltoids?

Played around with his rig some more in the shoulders and arms, flattened out the deltoids but now there's nasty creasing in the pecks that I was trying to avoid, so that will be fun to fix. 

 

~Shane



AmbientShade ( ) posted Wed, 28 August 2013 at 3:16 PM

Quote -
You need to learn how to say when...lol.

 

LOL yeah, in more ways than one, specially around here. 

 

~Shane



AmbientShade ( ) posted Wed, 28 August 2013 at 3:19 PM

Quote - Would you post side and back view, with arms about 3/4 down, i want to see whst is going on with a few things.

Fairly high rez, so i can do a paintover, if you want.

 

Sure, give me a few to put that together.

 

~Shane



AmbientShade ( ) posted Wed, 28 August 2013 at 3:36 PM

file_497691.jpg

Back



AmbientShade ( ) posted Wed, 28 August 2013 at 3:36 PM

file_497692.jpg

side



AmbientShade ( ) posted Wed, 28 August 2013 at 3:37 PM

file_497693.jpg

front



BadKittehCo ( ) posted Wed, 28 August 2013 at 4:36 PM

Ok, I'm going to point out where Lucas is deviating from standard proportions, it is up to you to determine if thats on purpose or not.

The thing about general proportions is this (at least what is usually taught in artistic anatomy): Usually the way we recognize a person from far away (across the street) is becuse of their unique characteristics, which deviate from the 'averge' that out eye is used to seeing. Standard proportions that you find in various textbooks is an attempt to descrive what majority people see in their head as comfortable proportions. When out brain sport something different, we go, oh, I know that person... because of how they deviate fron the bland middle human in our heads. They can be taller, shorter, long legs, short legs, wide body, narrow body and a myriad of other deviations. (deviation is not a bad thing here), itls just a professional term to define a difference. In scientific language there is a 'norm' and a deviation - that's where it came from.  

 

These are just some things I caould find in the time I have at the moment.

Screenshot 1 - http://gyazo.com/a481835f7d4d1a3b0da2069216cfbf9f

Top left - earhole to bottom of the nose - when looking at a face in a straight-on positon those line up horizintally because they are both sitting on a sphenoid bone which is one of the several bones in the base of the skull. If they donlt line up we can get a feeling that the character is looking dwon at us, buif that is not supported by the other planes of the head showing us a bit of the bottom, it may look like something is off or make the person look a bit longer faced then average. However, you have to account for a little bit of a nose cartilage and flesh to hang over that line. Tricky part about the head is that we are all so highly sensitized to facial recognition that 1/8th of an inch (life size) is a lot.

Top Right - Shopulder girdle assembly. There are a few bony landmarks on the shoulder that will define where the axis of rotation of the humerus needs to be. Arms (appendicular skeleton) are attached to the trunk of the body (axial skeleton) via shoulder girdle, which mostly hangs on clavicle, scapul, muscles tendons, chewing gum and piano wire.  Pay special attention to how Coracoid process and acromion process come together with the end of the clavicle to encompass the head of humerus. That will really narowly define where the axis of rotation of the arm needs to be. In Lucases' case it seems to be farther in from the norm, not just the axis of rotation but the bony landmarks too.

 

(ok, darn, I was going to do more byut my wednsday sketch sessions people are here half an hour early so I have to cut it short) I'll do more tomorrow or later.

Here's the rest of the screenshots, but I donlt have any pointers to go with that.

http://gyazo.com/a3bba9c7f416d526f373edb2bd811286

http://gyazo.com/a616ec65403b38e93138e228586cee62

___
Renderosity Store  Personal nick: Conniekat8
Hi, my name is "No, Bad Kitteh, NOO", what's yours? 


AmbientShade ( ) posted Wed, 28 August 2013 at 5:19 PM

Quote - > Quote - > Quote - **LaurieA:**Wow..he's changed a lot since I last saw him ;). Looks good.

Laurie

Thank you Laurie. I think you did see this version of him back when I was in OKC, he just didn't have his rig in at that point. Granted there have been some minor adjustments since then as I'm always adjusting things, and still have more to go. 

You need to learn how to say when...lol.

 

 

Is is when yet? :P

Laurie

 

See Laurie? This is why I'm always adjusting him (reference kittieco's post). 

I'll post some of the references I've been using for Lucas when I get back in a couple hours, and explain some of the points you made in your examples. 

Thanks for that. :)

 

~Shane



toastie ( ) posted Wed, 28 August 2013 at 6:17 PM

I'm not sure if it's the pose, or maybe the lighting, but his calves look a little strange to me. They look like they should taper in more towards the ankle, especially on the outside. But, like I said, it might be the shadow giving a more bulky effect. Not sure.


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.