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My 2nd Human Male Body.
show user profile  AONgamers
Well after 2 month of working with different models, I decided to give another try to the Human body. After getting the sample of Mudbox, I edited this model and got this so far:

Low Poly:

High Poly:

Please CRITICISM is important for me. Go ahead and bring all your thoughts. Thank you a lot.
read 414 times
11/25/2011 7:32:07 AM (last edit: 11/25/2011 7:32:07 AM)
show user profile  digital3ds
he looks way to ripped, almost like he's diseased (on high poly). low poly looks good, but on his back it looks like he has back boobs.. id take that part down, or pull it out more near his spine
- Mike Sawicki

read 404 times
11/25/2011 8:49:33 AM (last edit: 11/25/2011 8:49:33 AM)
show user profile  vladdddd
ya, a bit too rippled.
u should also pump his femural zone and calves a bit more, the ladys may like him better :)

read 401 times
11/25/2011 9:29:31 AM (last edit: 11/25/2011 9:29:31 AM)
show user profile  scotchforgothispasswordagain
It looks like a generic body with some anatomy details projected on to it, like someone wearing one of those comedy body-builder fancy-dress outfits. Muscle structure isn't just surface bulges and creases, just some detailing that can be hung on an existing form. The muscle structure is the form, and there's no point in trying to describe the surface effects of the form unless you understand what's causing it underneath.

To pick one glaring example out of many, the pecs on your model don't go anywhere. In reality the pectoralis major connects the sternum and the sternal half of the clavicle to an area several centimetres from the proximal end of the humerus, and it twists as it dives between the deltoid and the biceps creating a really specific underlying structure that is always, to some extent, visible in the surface form. Your pecs, in contrast, seem to curve up towards the lateral end of the clavicle, and the result is that there is no definition at all in the armpit area - just a sort of mushy, nondescript fudge.

If you really want to advance, I'd suggest sculpting a couple of ecorche figures so that you can just concentrate on what the muscles are and what they do, rather than worrying about the effect they have at the surface through the layers of fat and skin.
read 387 times
11/25/2011 12:06:50 PM (last edit: 11/25/2011 12:06:50 PM)
show user profile  mrgrotey
Your bump slot needs to be set to 100 after exporting normals from mudbox. You're missing most of the details from it as you have it.

read 381 times
11/25/2011 12:45:20 PM (last edit: 11/25/2011 12:45:20 PM)
show user profile  Mr_Stabby
looks painful, i'd start from making a decent base mesh first, the one you got right now wouldn't transform too well

read 377 times
11/25/2011 1:12:26 PM (last edit: 11/25/2011 1:12:26 PM)
show user profile  Nik Clark
Great work, but he looks like a dessicated zombie.

read 374 times
11/25/2011 1:40:35 PM (last edit: 11/25/2011 1:40:35 PM)
show user profile  AONgamers
Thank you guys. Remember that this is my 2nd try in Human Body, and I have no clue about human anatomy at all. Just following some Male Body that I found. As far as the rest, overall, could I use this for a game low poly engineering?
read 353 times
11/25/2011 6:01:28 PM (last edit: 11/25/2011 6:01:28 PM)
show user profile  LionDebt
Depends what you mean by 'game low poly engineering'.

To me, it looks as though the base mesh has been provided by MudBox (just properly read your first post)... with the details sculpted on top.

Anyway, my point still stands: this model won't deform or animate very nicely at all. Especially around the knees, elbows, wrists and ankles. The mesh could be optimised completely and in my opinion would need to be rebuilt allowing for rigging and animation. Good for a first attempt sculpt though, definitely try get some more high resolution photos of musculature, tendons etc. There are many freely available images through google, you don't strictly speaking need a sound knowledge of human anatomy - just better awareness while you're sculpting.

I feel as though your high poly sculpt is over compensating the fact that your bump slot isn't at 100. See what Grotey said. Definitely add more beef to the thighs and calves, try smooth out his back a little bit and sort out his pelvis and shoulders.
read 344 times
11/25/2011 6:37:04 PM (last edit: 11/25/2011 6:37:14 PM)
show user profile  AONgamers
how do I smooth it out? I can't find a way in the sculpt to smooth it when I already pass the brush over it...
read 342 times
11/25/2011 6:42:50 PM (last edit: 11/25/2011 6:42:50 PM)
show user profile  LionDebt
Use a lower subdiv level, use the 'smooth tool' with a low strength and a high radius.
read 340 times
11/25/2011 6:47:31 PM (last edit: 11/25/2011 6:47:31 PM)
show user profile  Nik Clark
>>Remember that this is my 2nd try in Human Body

Well, I've been "doing" 3D since the 1980's and it's better than any human body I've modelled. I can only do mechanical stuff.

read 337 times
11/25/2011 7:08:14 PM (last edit: 11/25/2011 7:08:14 PM)
show user profile  AONgamers
Thank you Lion I will try that asap.

Nik, That's actually comfortable... Thank you buddy that cheer me up a bit... I will keep working hard though to get better with time.
read 317 times
11/26/2011 8:22:39 AM (last edit: 11/26/2011 8:22:39 AM)
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