| MODELING
A REALISTIC HUMAN BODY
As I said earlier
that the future of your model is decided in the very first subdivision
level where you setup the topology of the basic mesh.Once you have the
topology of the vertices right in the final subdivision level, the job
of adding detail becomes mechanical.
1.BASIC SETUP:
Now let us setup the reference images
into blender's interface.Note that unlike other modelings like the head
and the ear we will be using multiple references for particular parts
of the body.Because very few images contain the overall body detail -specially
incases of the male body.
My drawing skill is very limited.Yet
i could manage to sketch the human body from front,side and back view.Let
us load the first pair of reference images in a screen namely "front+side"
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Add the side and back images in another screen
namely "back+side":
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In front view add a plane and move all the vertices
to the right:
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Now make the mesh a subsurf and extrude vertices
in front view to make it like the image below:
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In side view extrude all the vertices:
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Delete selected faces:
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Delete |
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In side view shape the mesh according to the reference
image:
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Don't worry about the heaps right now.We will dill
with it later.
Now in another screen load the image of the arm
from top-view and shape the arm:
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Before
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After |
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| In back view
move vertices(you may need to move the reference image a bit): |
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Before
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After |
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| In the wrist
region make the triangles quads like this: |
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Before
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After |
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same for the other faces in the region too to make the region look
like the image below: |
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| The result
should look like a 90 degrees twisted region. |
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In side-view update the topology of the ...
region:
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After |
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3.SUBDIVIDING THE MESH:
When you are satisfied with the topology and shape
of the model convert the subsurf to a mesh by pressing "ALT+C".
Keep the original mesh in a separate layer incase you need to go back
to the previous level of subdivision.
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(i)THE BODY
Now we have enough vertices to add detail.But before
we do that let us shape the body precisely according to the reference
images:
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After |
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add detail to the frontal body.Hide any vertex that you don't need. |
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After adding more rows of vertices
and moving them |
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Repeat the previous step for the rib-cage(?):
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In shaded mode:
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| Front |
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Side |
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When you are satisfied with the frontal body
shape the back of the body:
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I added some more detail in the back:
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Unhide the vertices of the lower heap portion and
shape the heap:
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Unhide
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Shape |
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(ii)The legs:
When you are satisfied with the shape of
the body its time to shape the legs.Hide all the vertices except
the front part of the legs.Our mesh looks like the image below now:
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the guide-lines below to shape the leg: |
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Shape
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Add rows and shape
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Add rows and move vertices in the knee region
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Repeat the previous step
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Move vertices to get the correct profile
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Shape the lower leg according to the reference
with added rows:
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After |
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In side-view make triangles quad and shape
the leg with added rows if neccessary:
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Do the same for the opposite side:
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| In back
view shape the leg: |
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After(with one added row
in the lower heap) |
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Now we can say that we are finished(almost!!)
with the modeling of the body.Minor tweakings can be done at the
time of finishing.So let us proceed to the next section which is
modeling the arm.
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(iii)MODELING THE ARM:
Shape the arm according to the reference
image:
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Now start adding detail to the biceps from
top(vertices of the opposite side are hidden):
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Before
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| From
closeup: |
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In front-view shape the arm:
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| In bottom
view shape the arm: |
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After(with added
rows) |
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around to get the right profile of the back: |
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| Before |
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After(with added
rows) |
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| (iv)MODELING
THE NECK:
Now we are in the final part of this lengthy
tutorial -modeling the neck!Modeling neck is not just extruding
some rows of vertices upwards.Like other parts of the body you should
follow the muscle structure of the neck too.
I will start with a simple mesh box, position
vertices to match the outline of the open vertices of the body and
delete three faces to make it look like the image below(with subsurf
level of one):
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Now convert the subsurf to a mesh by pressing
"ALT+C" and tweak vertices to get the following profile:
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Keep adding rows of vertices until you have
something like this:
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Add more rows around the adam's apple:
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work around the back of the neck to get this
profile(add more rows if neccessary):
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Join the neck with the body and stitch the
open vertices.You may need additional vertices to match the stiching
area.
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| Before
stitching |
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After stitching
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| Finally
resize the body to fit to the head in proportions and join them.Stitch
the open vertices of the head and the neck: |
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| Before
stitching |
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After stitching
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| Now we
have almost finished modeling the human body.I say "almost"
because we have not modeled two important things -the nipples and
the ....I leave these jobs to you.HAPPY BLENDING! |
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© 2004 by
www.trimaatrik.org |
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