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Old 12-04-2012, 09:52 PM   #1
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Default Second male body

Trying to model this body to look somewhat human.
Critique needed.

It's my second ever 3D human model, so any critique will probably be helpfull.
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Old 13-04-2012, 04:09 AM   #2
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You got a good start but there are a few things to fix first you got way too much polygons
it will be very hard to fix things that many polygons, I would removes all the edges
that don't really help to define shape and second the nippels are too high in my opinion.
it will be better if you also post a front and a side view.

Im not sure if you are using reference and if you don't then you should.
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Old 13-04-2012, 05:08 AM   #3
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My main question is what are you planning to use this mesh for, a sculpt mesh, muscle sims, animation? Is it going to be a model where the character is clothed, is so you might just want the body for cloth sims?

Depending on the use the topology can vary, if you are intending it to be a sculpting mesh you may want to keep it simple and low res with a even square quad layout. If you want it for animation you will need specific loops to aid deformation and wrinkle patterns.
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Old 13-04-2012, 08:43 AM   #4
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Default -

Ok, more low poly, I will try to delete some detailing or go back. I really just wanted to create a generic human body, that would be posable or animatable.

My main problem is that it seems to be very difficult to get details like a collar bone in there if it's any more low poly than this. How would I go about detailing without this density?

Here's some close ups of the side and the low poly version before I went nuts with the density.

I especially have problems with defining the shoulder blades and the ext oblique... yea and the G-maximus.
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Old 13-04-2012, 10:00 PM   #5
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Default New version

Ok, here I go with a more low poly version.

I may be a hopeless case, but I am giving it my best try regardless.
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Old 13-04-2012, 10:41 PM   #6
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The basic loops seem to be in order. Personally I wouldn't details in things like the clavicle or scapula as these slide around under to skin, so overly defining them in the mesh would only work in a static pose. You can always add influence from bones or objects during rigging.

As you said you want this for animation you need to consider motion, topology that works for a static pose may hinder the formation of creases/folds/wrinkles when the mesh is moving.

The reduced mesh you have is a good thing at the moment as you can test deformation better with a simple rig. You can always subdivide it later to add detail.
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Old 13-04-2012, 10:47 PM   #7
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Thanks a lot for the feedback, it makes good sense!
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Old 14-04-2012, 09:54 PM   #8
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You got some great advice here, and your model looks better. In my opinion I still think
you have too many polygons, you should check Joan of Arc:Body modeling for example,
and there is the Character Modelling for games, the third video is about creating a low poly body.
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Old 14-04-2012, 10:37 PM   #9
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Thanks for the links, I will check out the video. I might be able to delete some edge loops to make it more simple, I will try.
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Old 23-04-2012, 10:59 AM   #10
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Default Foot update

A foot, it's my second try this one.
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