#Human Modeling?
4 messages in this thread
I am in the need to model a humanoid form, and suggestions? I can use
various metaballs and blob programs, but I do not know how to attempt to make
it with blobs etc… Advice and help would be greatly appreciated!!!
Jamie,
I did a critter that's not exactly human, but has the same number of limbs
except for one more tail than most humans have. I just started with spheres
in a stick like figure of the basic form. Than came in and added smaller ones
to the frame to get the musclature I wanted. Then even smaller ones on top of
that to get the tendons on the hands and feet. It was fairly easy to do if
you size the frame right to begin with. I sized the frame to be about 20% of
the girth of each section. One thing I did wrong was make the hands with the
fingers curved and in line with each other. This looked fine for a still
shot. But when I went to put the bones in for animation, it was very hard to
do. And, it was tough to pick em out for moving when animating. Which ever
viewport I chose, I had bones covering other bones. I would have to go to a
user port and select the bone, then go to a front or top port to move
selected to get the movement on the right plane. It threw in a lot more steps
than I should have had. I created my creature by halves and selected the
spheres in groups (like arm, leg, etc.). Then using object mirror (selected)
with the shift key, kept the scale balanced.
If they don't jump in, ask Martin Foster and Kyle McKisic (that *might* be
close on the spelling), they seem to be the master Frankensteins around here.
Hope any of that helps,
Terry
Heheh, thanks a bunch, i didnt think of using a general frame object to
model it… The help is appreciated…!
Jamie,
the most improtant thing to you when modeling human forms should be good
reference material and close attention to proportions.
No matter what technique you use, whether it's metaballs, lofted skin objects,
or just general modeling techniques – proportions will make or break your
effect.
I, personally prefer metaballs modeling – others prefer skinned objects or
other techniques. If you want to do it with metaballs, start real basic, then
add more detailed (smaller) metaballs to your model as you want to define more
detail – then map it, bringing out all the smaller details that you want. this
all depends on what it's going to be used for, and what the target resolution
is.
-Kyle