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Subdivision Modeling > Modeling & Sculpting > Sharing Technique Welcome, vbob.
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Today, 12:33 AM #1

Join Date: Apr 2008


mister3d Location: Kiev, Ukraine
SDM User Posts: 23

topology - body

Maybe this topic is not as im portant as "topology - he ad", as long as m ostly what you ne e d (im o) is k nowle dge of
anatom y and a good form , which goe s be yond the form at of discussing k e y de tails for a he ad anim ation, which is not
as big. Though I share m y conce rns about the body m ode ling, ple ase fe e l fre e adding yours.

Drawing pools ove r the sk e tch is valid for body too.

It's be tte r to m ode l lim bs from se parate cyllinde rs, and the n attaching the m to pre pare d hole s(having the sam e
num be r of ve rtice s). The re are 2 re asons for this: you start work ing from an ide alise d form without m essing with
norm als which be have not we ll whe n you e x trude . And ye t it tak e s longe r to twe ak such e x trusions. The sam e about
he ad: the m uscle s go diagonally on the ne ck , so you m ode l the m first (conne cting from the back of an ear to the
clavicle s) and the n conne ct the re st of polygons. Thus you don't have proble m s with diagonal ge om e try on the ne ck .

The num be r of side s for lim bs should be e ve n: 4, 6, 8 e tc. The lim bs are sym m e trical in the e nd.

I don't se e a point in avoiding 6-side d loops whe re finge rs go close to e ach othe r. To m e se parating the m by additional
e dge s is a bit ove rwhe lm ing. Maybe the re are som e issue s with sk inning, I ye t don't k now.

T-pose or 45 de gre e s pose ? I gue ss 45 de gre e s pose for arm s is be tte r for sk inning and it's harde r to e valuate
proportions in the t-pose and the volum e s of m uscles ine vitably dissape ar whe n using the t-pose afte r de form ing to a
m ore re lax e d state , and ye t you can have sharp e nough corne rs of lim bs(good, m aintaine d form ). But it's e asie r to m e
to m ode l hands in the t-pose . So be fore sk inning just rotate the hands to a 45 de gre e s pose . Ye t m aybe a little be nt
k ne e s and e lbows m ay be be tte r for sk iinning to m aintain good form s for the se positions.

O ne m ore thing: the loops of le gs. It's m ore logical to m e to cre ate a loop the re going from one le g to anothe r so it's
close d on le gs and is not affe cting the uppe r body whe n you start adding m ore loops. (pic1)

1 of 4 08/18/2008 10:29 PM
topology - body - Subdivision Modeling http://www.subdivisionmodeling.com/forums/showt...

Pay atte ntion to how e dge s flow toge the r at the joints, spe cifically shoulde rs and hips. Mak e sure there are n’t any
twisting e dge s or diffe re nt num be r of se gm e nts, or too long face s. Also the dire ction that e dge s flow at the bridge
points is ve ry im portant(pic2)
At the shoulde r and hips the num be r of se gm e nts re m ains constant (no tri's) and e ve ry thing flows in the prope r
dire ction.(pic2)

And of course the num be r of se gm e nt sm ust be sufficie nt for lim b de firm ations.

Last edited by mister3d : Today at 02:24 AM.

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Subdivision Modeling > Modeling & Sculpting > Sharing Technique


topology - body

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2 of 4 08/18/2008 10:29 PM

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