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File: How Do I Anatomy Gooder.png (2.61 MB, 2160x3840)
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I've been trying to get good at anatomy for quiet some time, and I've come a long way, but there still a lot of room for improvement. I was able to make pic related in about an hour with polygon modelling (minus (bad) lighting and materials), but even if I spent two or three hours on it, some of the more glaring issues would still be there: breasts don't look correct, stomach area needs work, sides of chest off, etc...

While I think my skills are fine, I think they're little more than that and I want to get better. What sort of techniques or knowledge can help me improve and where do I learn them?
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Hm, I'm not sure how can you even talk about anatomy and then show a poly-modeled body without any details at all. No definitions of muscles, bones or anything. I mean, I know it's a female character, but still. Idk if it is possible to do it without sculpting though... It's just a super flat model where we could only talk about some proportions I guess, but that's not all the anatomy is, right? I don't know what to say though, but I'm still not sure why don't people just learn how to sculpt. Somebody will probably jump on me because of saying that, but whatever.
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>>604514
I'm okay at sculpting (not great). One of the biggest areas I struggle with is proper topology. I guess sculpting is something I've been staying away from because I'm not that great at topology (which I think is an underlying issue with my anatomy).
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>>604514
I’m learning to sculpt and think it’s the best approach for organic modeling, but just wanted to refer to this cool example of anatomy box modeling; might be of interest to OP too:

https://www.youtube.com/watch?v=GWvwdnL4_Go
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>>604513
>I've been trying to get good at anatomy
Best way to get good is to understand the anatomy. Know where the bones are, how the muscles and tendons attach and function, where fat accumulates, etc. Old school art lessons.
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>>604513
Honestly probably the same way 2D artists do, you might even try picking up drawing. /ic/ might have some decent resources otherwise you might want to just google how to learn anatomy for art
I went from 2D art to 3D and I never had issues with it, my first model didn't look nearly as bad, your is basically a tube.

Also use references for the profile something about that flat ribcage tells me you only looked at her from the front
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OP here:

I'm away at college ATM, and left my graphics tablet at home. Am having it shipped here because apparently it's supposed to be insanely useful for sculpting. Haven't touched it in years, so I'll have to get re-acquainted with it, but I'm hoping it helps relieve some of my frustrations that I have with sculpting, namely the natural feeling of it and the tediousness.

>>604529
Holy cow, that's some pretty fancy use of proportional editing, but that seems like a lot of faces to manage.

>>604537
Yeah, I've been thinking about getting back into doing a little drawing (namely gesture drawing) to help facilitate that.
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Pick up some anatomy books, take some life drawing classes
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>>604513
want to excel at 3D anatomy? Study the naked human form, up close! try this....

-- Life Drawing Class -- (even if you're terrible with 2D)!

why????
1. Get instant feedback from an experienced artist
2. have fun and explore something new
3. draw feet and hands every time or else you fail :3
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>>604513
model from orthogrpahic reference and model in t poses instead of a poses?
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forget everything and start sculpting
ignore topology completely and just sculpt
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>>607331
>ignore topology

oh no
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>>604513
I can recommend "anatomy for sculptors" by uldis zarins, just try to do single body parts for now but put more work into them

Even just trying to draw them will help you understand a lot about how forms works
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>>607331

After sculpting you have to retopologize your model, so knowing about topology is still important.
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>>604513

An artist on youtube called YanSculpts did a video...i think it was called "trickster". I learned a couple sculpting and proportion tricks from it... He basically used a proportionally correct image, created spheres where the head, joints, etc are, and then stretched them into each other to create a flow in the limbs(kinda emulating Zbrush's ZSpheres) it really helps teach you proportions, and a properly proportioned model really motivates you to start exploring with detail; muscles, bones, all that good stuff.

GL;HF!!
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draw or memorize them.
Micheal hampton + anatomy for sculpters is good

if you can't draw, memorize the muscles somehow.

If you are going to draw, the only book you'll need is "Drawing on the Right side of the Brain". This book will help you to "see" details or draw what you see. Do the exercises at least, like copying upside down drawings.
Japs do the upside down technique with their animus all the time to make their uguu drawings.
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>>604516
You don't need to learn topology, it will come naturally. Just draw several rings around the limbs and connect them with straight lines. More rings on joints. There are some tricks with having less faces on the inside of the knee and more on the outside, so it doesn't spaghetti as you animate the leg, but that just comes through time.

Torrent zbrush / mudbox, go on youtube and learn.
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>>604513
You don´t. After a certain point, you´ll be trapped in your own personal taste for bodies and you´ll never change. Like Disney, or Pixar.
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>>609094
Are you for or against your related picture, im confused as wich
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>>609095
just relax and fap to amazing 3d models made by amazing artists in this amazing board.
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PROKO
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>>609094
This is awful advice, your on the right idea with trying for improvement.
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>>609094

Wow, that is some bad psuedo-weeb shit right there. Looks almost as bad as Mrs Mooth's abominations.
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>>609392
>>609348
Exactly. Calarts disney-pixar anatomy is were it is at.
Look the perfect lines. You could feel the faggotry of the murrican artist go overboard with thie design.
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>>609582
>virgin walk
just look at the top half, profile
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>>609582
>mocap a catwalk
>call it a day
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>>609582

Why are there three bones in the upper and lower part of the limbs where there'd be one bone in the human skeleton?
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>>609870
To give your characters rubber limbs. It really helps with posing.
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>>609903
>http://ghastly-h-crackers.tumblr.com/post/168847255177/ghastly-h-crackers-ghastly-h-crackers

Ah. Noodle arms. That makes sense.
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>>609870
twist links?
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>>609870
People also do it to mimmick how our forearms can rotate in their own axes.

Our forearms are actually two bones.The proper name for the movement is circumduction and happens in the pivot joint of our elbow, neck.

So in case of our forearms it's the Radius bone which connects to Ulna bone, and the Ulna bone connects to Humerus bone (which is the hinge joint responsible for our flexion and extension)

Because Radius connect below the hinge joint, whenever we circumduct our forearms, our elbows don't deform (same goes for our wrist)

In 3d it would be very hard to achieve circumduction in forearm, flexion and extension in elbow, and wrist extension, flexion, adduction, and abduction with correct deformation and just 3 bones (one for upper arm, one for forearm, one for wrist)

I've seen many bad animations where wrist, or elbow is circumducted (a movement impossible for our wrist)

tl;dl
wrist only rotates on 2 axes, not 3,
elbow only rotates on 1 axes, not 3
circumduction (the missing rotation, the circular movement) happens below the elbow hinge joint, and way above the wrist

>>609966
so yes, what I explained above
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Hold on I've got a muscle reference that I use with my 3D human models.
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>>611327
wow ! thatrefrence is fucking lit man!
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Does /3/ have any good free sources for learning anatomy? About to look myself, but figured I'd see if anyone had good ones to share.
Pic related is my first time actually trying to sculpt something.
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>>604513
Box model.
And while you box model follow along with someone that's good at it, like find a digital tutors video or something.

IMO it helped me tremendously to do things that way
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And this is just my useless opinion, but I don't think you need to be some master anatomy wiz dude brainiac to have good human models. I mean it depends on the kind of look you want.

If I'm modeling low poly stuff with clothing painted on who cares? Even if I'm modeling something with just some muscle showing you don't need to spend a year or two memorizing the names of ask these tendons bones and muscles. You don't model a car and need to know all the underlying parts.

Again it depends on what your end model is for and what reference you use
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>>612127
>you don't need to spend a year or two memorizing the names of ask these tendons bones and muscles
Nobody does this. Nobody at all, even doctors. All you need to know about these things is the fact that they exist, and what they do.
You don't even need to know all of them either, only a few bones and muscles are really important for 3D.




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