Forum: Poser - OFFICIAL


Subject: Lucas - original male figure project for PP2012

AmbientShade opened this issue on Mar 14, 2012 · 453 posts


AmbientShade posted Wed, 28 August 2013 at 10:07 PM Online Now!

On to body proportions.

Model on the left is courtesy ten24.info. 

Not 100%,

compensation for perspective view (left) to ortho view.

In terms of nipple - navel distance generally being 1 head length, yes. Lucas' navel should come up just a tad. However, once he's fully rigged the way I intend his pecks (and nipples) will drop. 

Reason for this: The T-Pose is completely unnatural. Notice back on the first page of this thread how I originally sculpted his arms at 45 degrees. This is standard practice in school and most ("high end") sites you'll see models sculpted with arms at roughly 45 degrees.

So in order to compensate for poser's T-pose norm (which is about the only place you see the T-pose anymore, on a regular basis) I sculpted him in such a way that most closely resembled what real muscles would do, and their placement/distortion when the arms are raised to 90 degrees (t-pose). Pecks pull up and flatten out a bit as they wrap more tightly around the ribcage, pulled by the shoulders.

My intention with the rig is to have those muscles, mostly the pecks, lower as his arms lower,  via weightmaps and morphs, as they would do naturally. This is the only way I can think of to make him look natural in both positions. Maybe there's a better way that someone can come up with, but the pecks have to move in order for them to look natural, there's no way around it.

One of the biggest problem areas in male figures are their pecks. Most of them remain stationary regardless of how the arms and shoulders are positioned. This isn't natural and always looks really bad. 

I don't know if its ignored in order to compensate for clothing creation, or if it's just an area that most figure artists ignore or overlook, but it's one of the crucial areas in Lucas that I want to make sure is done right. If it makes content creation a bit more difficult, then I can't help that. I don't think it should make much of a difference especially since morphs are so easily transferred to clothing anyway. Plus, dynamic clothing is always more realistic (when done properly) and in that regard it wouldn't affect clothing cause there's no morphs to transfer.

 

~Shane