As I am new to the forum and this is my first post I thought I would introduce myself. I am a Software Tester for large organisation in the UK and I have been using Blender on and off for the past few years and I am now aiming to focus on improving my skills.
I am aiming to create a short film, not looking on this being a short or small project and I am trying to aim for realism with a fairly low vertex count. I have attached some images of my main character, looking on creating a slim, attractive female with a reasonably large bust.
I am having issues with the proportions and the topology is not as neat as I would like it to be. I think the head and neck do not look correct in proportion to the body. I will happily upload renders, more screenshots or the model if it would help in your reviews.
If you could please take a look and provide advice, critiques and it would be really helpful if anyone has them to point me in the direction of orthographic female body images which I can use for reference. If anyone has any models of a female which I could take a look at to see the topologies and anatomy/proportions it would be greatly appreciated.
move the chest back a bit, and add some belly
right now she is exactly 8 heads tall… that makes her a giant…
i suggest going with 7.5 heads… so make her head just slightly larger and it should be fine.
now take a look at her arms… if her arms were hangin down her armpit would line up with her belly button, this is not the case in your model.
the hand should start at the same height that her upperbody ends, and it should end at the middle of her thighs.
her hands are a little too long right now and her bellybutton needs to be moved up (not exactly to where i drew the line for the armpit… just about halfway towards it.
Not a bad start, but definitely still needs some tweaking. The advice that MoreDread gave you was spot on and the first thing I noticed, the neck and shoulder areas, as well as the face being a bit to thin. Also she is quite tall.
One further thing I could add is that if you want to have it low poly, then you should re-consider your neck area. There are way too many edges and that odd circular shape is messing up what the shape should look like.
Do a google image search for wireframes of other females, there are tons out there. And, for the sake of perfection it always helps to search up lots of reference photos of models and babes and look at them all the time. I know…it’s a lot of work, but for the sake of art we go on!!!
one thing you’ll notice is the angle of the stomach on the side ortho, my photo referance was infact more extreme than that, and I slightly changed it. I find when animating movement -the lower back straightens up. so keep that in mind.
I’d still advise finding orthographic referances though, as only you know what you want- proportion wise.
Thanks for your critiques and helpful advice. I have spent a lot of time re-working the topology and making improvements to the overall body. I am quite pleased with how things are looking at the moment, but still think there are many areas of improvement, just hard to see what and why.
If you could please have a look at the images below and provide comments, critiques and any advice on how things could be improved it would be greatly appreciated.
P.S. The breasts look a little odd due to the fact that my model will be wearing a push-up bra, I modelled her with bikini top on and they look a lot better than they do when she is undressed.
i do not recommend using makehuman… while its a nice thing to play around with, its much more valuable to be able to create a complete model from scratch according to what you really need.
more control and better quality can be achieved this way.
you could use it to check your proportions and find some areas you could improve in your model tho.
digitalwolf333 is right about topology… altho this is a very complicated topic which really first and foremost depends on what you need.
theres no 100% right universal way to do topology. it really depends on what you’re going to use it for.
and it also depends on the software package you’re using.
some of the other 3d software packages have a slightly better subdivision system that causes less artifacts and pinching to appear, support for 5 sided and more faces and similar things that make the production process a little easier.
it isn’t a huge issue, it just means that you have to be a little more conscious about your topology if you’re using blender.
right now however i would worry more about the shape of your model and adress some issues there… later on you can always retopologize your model and focus on just the the topology… making it much easier to make it as clean and effective as possible. (this approach works best if you’re planning on adding multires and sculpting the model… otherwise it might not work very well)
if you look at just the outline of your model… theres a lack of shoulder definition, generally the arms are way too close to beeing just tubes.
the pelvic area is quite wide, and the butt quite large, as compared to the legs beeing rather thin.
these issues probably stem from trying to add some sex appeal and overdoing it (just to make sure it doesn’t look male, just guessing here, since i have done that many times myself)
and then theres the perfect spherical breasts with centered nipples… big nono but since they looked much better in your previous model i’m pretty sure you’re aware of that and just didn’t work on them much yet.
i suggest you look for some pics of muscular women… and exaggerate the muscles slightly… this makes it easier to learn the anatomical forms. it might not be as sexy… but it forces you to really dig deeper into the essential anatomical knowledge, and also come up with better topology solutions later on. you can always smooth things out later on for the sex appeal.
i tried modeling humans for years and always failed until i took some time to really look at anatomical pics of the muscle structure of humans. its essential to know where each (bigger) muscle starts on the skeleton, and how it connects to another bone.