Thursday, June 27, 2013

Key Modelling part 2

--> Part 1

To avoid geometry bunching up around the armpits, the human;s upper torso should be modeled a little differently than how it naturally flows. It is a good idea to have the edge loops flow along the pectoralis muscles into the deltoids and then to the back like a cape. This cape layout has the potential of deforming extremely well when the arms reach above the head and when they are in relaxed position.

In the following image, they are many directional changes around forearm, biceps and triceps. The trick is to try  to build enough of  these muscles without the arm being perfectly anatomically correct. Some areas are implied rather than built to keep the geometry efficient and uniformly spaced.

and now modelling a leg

Modelling the leg muscles is a good exercise for determining which muscles to build and what you can get away eith. You can imply good portion of the muscles just by sculpting with artisan since most of the leg muscles travel vertically. Always evaluate what needs to be modeled and what does not. You should only concentrate on modelling what will pay off in the final render.

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