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j3st3r
09-08-2003, 05:37 AM
Hello there, I made this guy recently

http://w3.enternet.hu/matefy/SuperHeroFront.jpg
http://w3.enternet.hu/matefy/SuperHeroBack.jpg

I used anatomy only as a guideline, but I was asked for worked out muscles, even if unreal.

C&Cs welcom

riki
09-08-2003, 06:55 AM
Looks great nice clean mesh. Just out of curiosity, what does the mesh look like with Sub D's turned off?

j3st3r
09-08-2003, 07:06 AM
Clean??? And I thought it`s a mess...:)

Here it goes...very spikey base mesh....

riki
09-08-2003, 07:13 AM
oh cool that's still pretty clean. Still possible to see what's going on. Thanks for posting, always great to get a better idea of how other people work. I guess when your modeling muscle tone there's always the temptation to stretch the SubD's.

Do you tweek the SubD mesh much or work more with Faces?

j3st3r
09-08-2003, 07:20 AM
you know, the main concept that it should look nice in subdivided form...To be honest, I would work more in face mode, if LW would handle ngons when subdividing...It`s a pain in the *** to deal with those ngons during modelling...I wish, if I could work in three phases:

1. basic modeling from box, with a relatively grid like topolgy
2. detailing, looping, etc
3. cleanup (ngons, etc.)

Now I tweak as many as possible in subpatch mode.

riki
09-08-2003, 07:48 AM
yeah I have to keep it clean or I just loose the plot. I'm hoping one day that it just clicks, maybe then I'll loose interest :)

WilliamVaughan
09-08-2003, 09:17 AM
Nice work....keep us updated

hrgiger
09-08-2003, 09:50 AM
Looks pretty good to me and it's no mess. You seem to have very few non-planars with sub-d's turned off and that's always a good sign of a clean mesh.

Is there any way you could post a closeup of the front of the bicep and forearm where you have the vein detail? Both Sub-d and polygonal... I've always been curious of how people modeled those in especially when it appears that you box modeled it. I'm guessing that from the lack of detail on the head. It just seems to me that placing in small details like that requires some pretty tightly defined and specifically laid polygons and I usually find that easier with point by point

j3st3r
09-08-2003, 01:18 PM
Here is the close-up:

http://w3.enternet.hu/matefy/SuperHeroCloseUp.jpg

When I abandoned the detailing the arms, I simple cut the vein line with Dstorm`s EdgeTool, and made wrinkle of it with Mr Ichikawa`s Wrinkle tool. I`m not sure this is the proper way, because it took few minutes to get rid of those ngons (how I wish if ngons were here...)

Fine details will be added via bump later

Kuzey
09-08-2003, 08:00 PM
Very Impressive!!

Kuzey

lsddigital
09-08-2003, 08:08 PM
looks very very good!... congratulations
I tried to add details to my models.. but sometimes I can get wath I want... make superficial veins is hard to add (well... to me)... how do you do that? do you use bandsaw pro, smooth shift, or what?
that go be a good tip! (if you want to teach us)
thanks you!
I like your model very much

Rory_L
09-08-2003, 09:50 PM
Looking nice. I`d push those veins back into the body, till they`re flush and don`t show up on the model surface...then bring them back out with a def map. That way you can animate them filling with blood when the character uses his muscles; and can make them concave when he raises his arms and the blood pressure decreases.

hrgiger
09-08-2003, 10:38 PM
There was an amazing bodybuilder model over at CGTalk a few months back and the detail was amazing. I would have loved to have known how that person did all their veins. Did you see that one j3st3r? It was a black bodybuilder if I remember correctly.

j3st3r
09-09-2003, 02:38 AM
I`ve added the Veins with EdgeTool add Edge plugin, and Wrinkle. If you have a finished model, it is easy to add detail with these tools, although yuo have to spend some time dealing with ngons

I`ve seen that bodybuilder model as well, it was fantastic. As I remember it was done in max. As I remember it had very dense wireframe. I`m almost sure that the details and veins were added in a similar max way.

Since the model will be posed, the veins should be shown.

onslaught
09-09-2003, 10:18 AM
that's a great model. As much detail I put on my character's, I always had a problem with making vein. I even have edge and the wrinkle tool, but edge continuesly gave me error's. So latetly I tryed to do it the old fasion way. Maybe you could show me an example on how you do the veins. Just asking what are Ngons aways? :)

HowardM
09-09-2003, 03:41 PM
Exxxxcellent!
:)

yeah, please more tutorials on details like veins and wrinkles.

Rory_L
09-09-2003, 09:41 PM
Originally posted by onslaught
Just asking what are Ngons aways? :)

Five-sided polys and above.

mattclary
09-10-2003, 02:24 PM
Wow! That's a really great model!

j3st3r
09-10-2003, 03:13 PM
This is a very rough "tutorial" how I added veins...The technique is from Mike Blackbourne, as far as I remember...

http://w3.enternet.hu/matefy/Anim.gif

renatolazzaroni
09-11-2003, 06:51 AM
Absolutely superb !
And thanks for showing the mesh, I can always use some guidance when modelling the human figure.

Renato

lsddigital
09-11-2003, 12:15 PM
great!... but, how do you do the first cuts?... It canīt be a "knife" or "bandsaw" tool!

thanks for the tutorial!

j3st3r
09-11-2003, 01:41 PM
It is Dstorm`s EdgeTool. Never leave your home without Edgetool, and PowerTools!

richpr
09-12-2003, 02:09 AM
Great stuff!

New2Lw
09-12-2003, 06:17 AM
lsddigital, you don't even need those plugins to make the cuts...all you have to do is add four points then select them all in order and split polygons. That easy. Although those plugins may help get the cut to go thru 20 polygons a bit faster.

Some people don't realize that if you select the polygons you want to edit then you can add points to those polys. A lot of people just select a few polys at a time then add points the repeat. Also, same thing with split polygons. Select all the points in order all the way down the arm and if you get them all in order split polygon will split all the polygons the points go thru. You have to have all the polygons selected you want to split, which they usually are all still selected from adding points. It can go pretty quick if you do it right.

Eric

New2Lw
09-12-2003, 06:24 AM
Oh, BTW. Awsome model :)

j3st3r
09-12-2003, 07:07 AM
Thanks guys! I`m gonna make some review on the model, so soon it will be updated

j3st3r
09-14-2003, 09:39 AM
Hi there,

I made a small update on two areas: External oblique, and Serratus anterior.

http://w3.enternet.hu/matefy/Image-0038.jpg
http://w3.enternet.hu/matefy/Image-0039.jpg

At spiraloid one call my attention to the details are not correct on those area, so I reviewed the model.

I hope it helped to the model...

Soon comes the head...

j3st3r
10-02-2003, 02:15 PM
Hey folks, an update...This is the head candidate for the body...
Wadda ya think?

http://w3.enternet.hu/matefy/HeroHead.jpg

Done in two hours

j3st3r
10-07-2003, 10:01 AM
Final geometry update RC1


http://w3.enternet.hu/matefy/FullBody.jpg

http://w3.enternet.hu/matefy/SuperHeroHead.jpg

Comments welcome!

And now, texturing....

jin'a
10-12-2003, 05:36 AM
just a quicky, you got the muscle structure on the back wrong...but don't let that put you off!

cg-freak
10-13-2003, 09:18 AM
Holy craps, this is some piece of work.

Did you really model his head in two hours?? Totally unbelievable man, you must be gifted!
That's about the time it takes me to model a box with a ball on top, hahahahaa:D

Grtzzz...

chilledaqua
11-06-2003, 09:40 AM
just out of curiosity, is the mask double sided? Did you just copy the face mesh and then just make it larger to create the mask?