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  • Anatomy For The Artist Jeno Barcsay Pdf To Jpg
    카테고리 없음 2020. 3. 3. 10:48

    Hello, here is a werewolf character model I've been working on. Bruce Banner just isn't having a good day. ((((I drew a couple of concepts leading up to and even after I started modeling the character. Here they are. The plan is to have this guy lurching menacingly in front of some radiating machine in a darkened laboratory. I'd also like to do a run cycle, a walk cycle, a jump, and a lift animation with this character.

    And yeah, he'll be green. Thanks FBS, here are some sketches. I wanted the Hulk-Wolf to stand in some linear accelerator looking thing while being all bad-ass.

    The first drawing was the machine I was going to have the character stand in front of. But then I realized it would be even cooler with two machines diametrically opposed and the character standing in between them. So now he's in a real atom smasher looking thing, and it sort of explains his current predicament in a somewhat Marvel fashion.

    Looks good.just dont make him try to scratch his own back. He'll get frustrated lol Yeah heh heh.

    I unwrapped the character finally. Thanks Shuggs! I always think my topology could use some improvement, so I'm flattered by your unexpected compliment.

    Here is some more texturing work. I couldn't stop with just what I had. I had to keep going.

    I think I'm at a point now where I can stop though. I work my best when I enter OCD mode. I've made some color adjustments and test renders. One thing that really points itself out is the subtlety of the normal map. I could increase it's visibility now, but I'm still working on it. Until then, here are the new renders. I'll see what I can do, though it might help if you were a little more specific.

    I may have to ditch the current texture and mess with the uvmap - for an area that won't be seen in the final picture anyway. (you could go, 'now wait a minute, you're using 3D Coat, why not just paint that in?' I've got a really valid reason not to do it that way) Trying to get the anatomy just right is great, it really is. I won't put that down for anyone attempting it. It's a great way to study - especially if you're taking classes about it at the same time. But I may or may not do it this late in the process. This is fairly crude here but there are a lot of muscles just on the front of your model that are missing or are just plain wrong.

    I am a constructive guy. So here it is! This is a paint over I did for somebody else but it still applies here since it is the hulk. A rough draw over your image. Now this is something you should seriously read Andrew Loomis - Figure drawing for all it's worth (Anatomy is important, it is the 1st thing that people will look at with a nude or almost nude figure. And it's important because the body is in rhythm composed of many parts.

    Each part of the whole and when those parts have correct anatomy, flow and sinew it is a beautiful thing. No one just knows anatomy, you have to study it. Now I guarantee if you pick up this Loomis book and draw some of his plates you will understand and see everything you need in your model.

    Thank you for your input. I have thought over this carefully and I have decided that it would be a good idea if I do more than just listen to your criticism and instead actually act on it. This was not what I had in mind. From the beginning I considered this a start to finish under any circumstance style project. I had decided not to get mired in “minor” details like I used to.

    I put a lot of effort into that texture, and 3DC is not well suited for making entirely new muscles or changing anatomy. So I'd have to go back, to the vertices. The result of following your criticism will produce a denser mesh, which will be harder to rig - another thing I was trying to avoid. So here's what I'm going to do 1) I will draw new and improved concept work. 2) I'll revamp the model from your guidelines, those in my “Dynamic Anatomy” book and other resources. 3) The new uvmap will be created in 3DCoat, speeding up the process by about 10 times (the original uv was created with Max Pelt Mapping, which is similar to LCSM but more annoying to work with) 4) The texture work afterwards can only get better, not worse, so I am open to redoing it.

    ArtistBarcsay

    You know of blender? You could probably get a script that does the same thing in Max. You would only have to redo the mesh and the uv's then you could bake the textures from the old model onto the new one. Another thing, why not sculpt all those details instead of modeling them? Then retopologize it. And another good book is Anatomy for The Artist by Jeno Barcsay (That book is a fantastic resource and is the main reference for me when going over my anatomy.

    Here's another good one and very appropriate for muscular figures: Strength Training Anatomy (Not to criticize Dynamic Anatomy but it is just not good enough. Hogarth's illustrations lack the clarity that the above books provide. Check them out they are fantastic.

    I thought it would be a good idea to look at your work before proceeding. I made a dense character mesh the same way you did (sculpt first, then retop) your alien when I used Blender. I'm trying my best to move away from using Blender though. I can still do the sculpt first, then retop method with the 3D Coat 3 open beta, though it uses volumetric meshes, so if I want as much control as Blender, I'd need to start from the very beginning.

    Or use Blender, which I have decided not to do. (I'm also not using Wings from this point on.) Anyway, here is my current model. It has what I hope is better anatomy.

    In the front at least. I'm now worried about how I'll rig this thing. I'll probably have to use a skin wrap cage mesh or something. The subtle serratus anterior muscles will be textured in. Wings can handle large poly counts if you have the right video card and a good driver. I was just avoiding a high polycount to make the model easier to rig. Also I didn't sculpt anything, you may have misunderstood my post.

    Barcsay

    Minor sculpting on top of existing models can be done in Coat, but I prefer not to do major sculpting within that program. I won't do anything beyond scratches, pores, scrapes, and wrinkles pretty much. Navel and pecks not withstanding. As for starting from scratch that's one thing I'm not doing. Retopologizing a new mesh on top of the current one is starting from scratch. I'm just adding detail to the existing mesh.

    Thanks NHDJ1, and sorry for the delay in updates. I've had a rapid succession of school projects and exams for the past week or so. I can finally catch my breath and do an update.

    During the week I have worked little by little, and of course some work today. The arms and hands have been increased in detail. The torso has had more work done on it, especially the back (you may notice a smaller buttox) and I'm beginning to work on the legs some more. I look foward to finishing the model and beginning work on the textures again. I don't want to use the school license of Max R9 anymore, so for now until I can afford Max or Maya for myself I'll be using Blender. Man I'm going to miss Mental Ray.

    Jenő Barcsay

    I've picked the project up from its long haitus and currently texturing it. Looking good. I hope in the final scene we see some Hulk grabbing onto the accelerators and hunched over with lots of roaring. Though I have some other ideas too. I'll probably try each of them. Here is some more work. The body texture is 99% complete, it's just needing some tweaks.

    The pants are mostly unchanged from before, and will be needing my attention. I want them to be ripped up with frayed edges and dirt.

    It's always the last 1% that's the hardest to complete. And then after this I still have an environment to create. I am thinking of creating a second character, probably a scientist. Anyway, here's some wip images.

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