Ganbare Posted May 25, 2009 Posted May 25, 2009 After delay and work for 4 hours + here is, the G-suit for NUNS pilot. Like always, you can criticized and comment about my WIP. Hope your criticized can improve my WIP. Dozo. Quote
SchizophrenicMC Posted May 25, 2009 Posted May 25, 2009 After delay and work for 4 hours + here is, the G-suit for NUNS pilot. Your pilot seems pretty... er... Well-endowed. Only critique I can give it right now is that it needs a LOT more detail. I mean, this is only 4 hours, right? So, yeah. More time spent, better end achieved. Quote
Ganbare Posted May 25, 2009 Author Posted May 25, 2009 Oh, I see. I forgot to mention that this is not finished yet. Yes, there is still need some adjustment with the body and the, since I using only LPM (Low Poly Modelling). Doh, more important calling me....maybe I finish this in next week. Anyway, thanks for the advice. I'll finish it in short time...somehow. Quote
SchizophrenicMC Posted May 25, 2009 Posted May 25, 2009 Oh, I see. I forgot to mention that this is not finished yet. Yes, there is still need some adjustment with the body and the, since I using only LPM (Low Poly Modelling). Doh, more important calling me....maybe I finish this in next week. Anyway, thanks for the advice. I'll finish it in short time...somehow. Oh, I knew it wasn't finished. Was just pointing out that I can't really judge it yet. Quote
anime52k8 Posted May 25, 2009 Posted May 25, 2009 (edited) As much as I want to be more positive I have to say that there are some SERIOUS anatomical problems with model. Basically you have the upper body drastically undersized for the width of the hip. and your legs attach too far outside the body. The line where the leg meets the pelvis is too vertical, it should be about the same angle as the red line. Also the legs are a too far apart and should be brought in a small amount. Now the vertical blue line on the outside of the hips, that line should line up with the red line running through the shoulder. Moving in the legs will help a little but your main thing should be enlarging the torso. The torso from the top of the hips up should be about 20~30 wider. Another major area of issue is the shoulders and the chest area between the bust and collarbone. Basically the shoulders need to be broader and taller, the top of the shoulder should be where the orange line is relative to the rest of the torso, and the head and neck should be raised accordingly. another thing I've noticed is that the breast have no appearance of weight at all, they look like a barbie doll bust. Her butt suffers from the same problem, to be frank it almost looks like she has three cracks and no cheeks. (NSFW drawing links ahead) here's a site with a tutorial on drawing proper female proportions: http://www.farlowstudios.com/content/view/60/56/1/0/ and here's a site with a bunch of charts for realistic human proportions. http://figure-drawings.com/How-to-Draw-Proportions.html both of these are 2D but the same rules apply for what you're doing. :edit: Whoops, forgot the diagram. Edited May 25, 2009 by anime52k8 Quote
Ganbare Posted May 25, 2009 Author Posted May 25, 2009 (edited) Thank god I didn't show the top view . Well, just like I said, this model need to be refine, a lot, perhaps it will take long time to finish it. Btw, thanks for the link. About proportion, I used reference picture of Rei Ayanami with plug suit/pilot suit. Hmmmm, Something missing? here's the reference pic Edited May 25, 2009 by Ganbare Quote
sketchley Posted May 25, 2009 Posted May 25, 2009 Thank god I didn't show the top view . Well, just like I said, this model need to be refine, a lot, perhaps it will take long time to finish it. Btw, thanks for the link. About proportion, I used reference picture of Rei Ayanami with plug suit/pilot suit. Hmmmm, Something missing? here's the reference pic Aah, ok. Keep in mind that the entry plug suit line doesn't necessarily match the hip line. Yoshiyuki Sadamoto also does a slightly stylized female form. You might have better luck using a Macross image: It's from the game "Macross M3". There are probably higher resolution scans out there of it. Quote
akt_m Posted May 26, 2009 Posted May 26, 2009 If you like the body proportion used in evangelion, i guess you could try to get some screenshots from the eva op. http://www.youtube.com/watch?v=aiRlAwyLfAU&feature=fvst at 33 seconds. Just need some printscreen, then photoshoping to copy/paste and have the entire body in one picture. Quote
Ganbare Posted May 26, 2009 Author Posted May 26, 2009 Thank's for the advice and the critics. Read all this post I soon realize something wrong in this model, especially on the body proportion. Well, I will finish it after my priority done. Quote
anime52k8 Posted May 29, 2009 Posted May 29, 2009 starting to look much more proportional. Arms look a little small though, maybe they need to be a little thicker. definitely going in the right direction. Quote
chillyche Posted May 29, 2009 Posted May 29, 2009 (edited) This my update. How it's look now? Definitely an improvement. The breast placement is somewhat dubious, though. Keep in mind that breasts rest on top of the pectoral muscles. The breasts you've modeled here seem to stretch all the way up past the clavicle/collar bone area. An easy trick to figure out where all that business ought to begin is to trace the lines of the shoulders in towards the neck -- those lines will be the basis of the clavicles. The breasts will have to begin below those bones. This is one reason why the rigid T-Pose is kind of difficult to work with, because it's not terribly natural, and because it does weird things to the body, particularly in every area around the shoulders. I'm not sure if you're planning on rigging and/or animating your model, but you might consider relaxing the pose just a bit (also useful for doing IK rigging), or, once you rig the thing, relax the pose, and then tweak the model so that it looks best in a natural pose versus the artificial T-Pose that for some reason we all still use sometimes. Heck, I've been using rigid T-Poses, myself. I know, right? I would also be inclined to say that the entire shoulder area/rib cage might be a bit narrow in comparison to the hips. Granted, people come in all shapes and sizes. It may also just be that the arms seem small/short, giving the appearance that the upper body and the lower body are not quite in alignment. I would also check out the neck, though, I just noticed you have the actual neck inside the suit's neck, so it may just be that the suit has a funny neck. Honestly, a roundabout way that I've learned to model, that actually helps quite a bit is to model your nude frame first, then model the clothes over top of that (even the nude frame will never be used), it really helps as a guide for how garments ought to hang and bunch and so forth. I think really accomplished modelers and artists can probably skip this step, especially if they never have need of revealing the human form beneath the clothes. But for me, it still helps, and it might help you as well, especially with the anatomy aspects. Edited May 29, 2009 by chillyche Quote
Ganbare Posted May 30, 2009 Author Posted May 30, 2009 @Anime52k8: I'm working on in. So far the palm and the arm looks, acceptable. Uh oh I forgot to render @chillyche : Ugh, it's Thought. I usually T pose from the beginning for. But the most complicate, at this time, is to add Skin modifier. Some says that the best way working with biped is using Physique modifier, some Skin modifier. Both have own difficulties though. For a time being, I'm using Skin modifier. Search the Internet for the Tutorial and forum, seem this issue is the most difficult to found the best solution. Since I will use this model for still image, not animated, it should be no problem using one of the modifier. But, the problem is when adjust the envelope (using skin mod) in the finger area. Horrible ! There's always pulling vertice from other finger and very hard to apply envelope to just one finger to not pull other finger! I need it to pose the finger i.e holding stick control, pulling riffle trigger. I didn't try the weight rollout at this time, and maybe I will use it later. Quote
chillyche Posted May 30, 2009 Posted May 30, 2009 @Anime52k8: I'm working on in. So far the palm and the arm looks, acceptable. Uh oh I forgot to render @chillyche : Ugh, it's Thought. I usually T pose from the beginning for. But the most complicate, at this time, is to add Skin modifier. Some says that the best way working with biped is using Physique modifier, some Skin modifier. Both have own difficulties though. For a time being, I'm using Skin modifier. Search the Internet for the Tutorial and forum, seem this issue is the most difficult to found the best solution. Since I will use this model for still image, not animated, it should be no problem using one of the modifier. But, the problem is when adjust the envelope (using skin mod) in the finger area. Horrible ! There's always pulling vertice from other finger and very hard to apply envelope to just one finger to not pull other finger! I need it to pose the finger i.e holding stick control, pulling riffle trigger. I didn't try the weight rollout at this time, and maybe I will use it later. I personally have used the Skin modifier. You definitely have to get in there and adjust the weights of vertices, especially around the fingers. It takes a lot of patience to skin a model properly. I've only done it a few times, but I've got a lot more ahead of me. Quote
Ganbare Posted May 30, 2009 Author Posted May 30, 2009 I personally have used the Skin modifier. You definitely have to get in there and adjust the weights of vertices, especially around the fingers. It takes a lot of patience to skin a model properly. I've only done it a few times, but I've got a lot more ahead of me. I'll tried. Thanks for the input, all of you. Quote
Aurel Tristen Posted May 30, 2009 Posted May 30, 2009 (edited) I am in no way an expert on autonomy, but this is what I did in PS in a few seconds. All I have done to your model is realized the waste and below, and the head. I've also put your Rei image next to the render. If you draw horizontal lines fro the major parts of the body, you can get an idea of how your proportions match the image. Before I even made this, I held my hand infront of the screen covering the top section of your rendered body. The figure looks rather accurate like this. I then covered the top from my view and looked at the lower half. It also looks close to correct. You just need to scale the two to match each other properly, and then re size the head until it looks correct. Drawing human figures, and modeling them go hand in hand. This might help. Search around too, there are MANY good tutorials on dA. EDIT: Here is another good Autonomy tutorial using the heads rule, a very good concept to utilize that doesn't require using a reference. http://www.farlowstudios.com/content/view/60/56/1/0/ Edited May 31, 2009 by Nanashi Quote
Temjin Posted May 31, 2009 Posted May 31, 2009 Thank god I didn't show the top view . Well, just like I said, this model need to be refine, a lot, perhaps it will take long time to finish it. Btw, thanks for the link. About proportion, I used reference picture of Rei Ayanami with plug suit/pilot suit. Hmmmm, Something missing? here's the reference pic May be easier to use a real human for template and work your way in from them. Once you have a template, you can use the same one for the rest of you life. May be not, but something alone that line. Quote
Kronnang Dunn Posted June 1, 2009 Posted June 1, 2009 (edited) After delay and work for 4 hours + here is, the G-suit for NUNS pilot. Very nice 3D helmet. However, I must say that this is the S.M.S. suit, not the N.U.N.S. one... Edited June 1, 2009 by Kronnang Dunn Quote
Ganbare Posted June 1, 2009 Author Posted June 1, 2009 Very nice 3D helmet. However, I must say that this is the S.M.S. suit, not the N.U.N.S. one... right, dang you right ! Hmm, Maybe I should use klan klan reference, from the first time. But I plan to make most acceptable G-suit and it's proportion next time . Now, I will show you all my effort to understanding skin mod, even not 100 %, to this model. To lazy making the texture, so here it is: from this step, I will refine all the aspect, and I think it will took time though. once again thanks for the input and the link. Quote
sketchley Posted June 1, 2009 Posted June 1, 2009 This latest rendition looks quite good (modeling wise, that is). Of course, having a dynamic pose, and adding the square shaped weapon as contrast for the curves helps. I was going to ask if this was intended to be put in a cockpit - so as to remind you to minimize the work and focus on the parts that are going to be seen - but as it looks like you intend to use it seperate and outside of a mecha, ignore this rather lengthy sentence. Quote
akt_m Posted June 2, 2009 Posted June 2, 2009 (edited) Can you post a screenshot of the model without mesh smoothing? I'm not sure if you're planning on rigging and/or animating your model, but you might consider relaxing the pose just a bit (also useful for doing IK rigging), or, once you rig the thing, relax the pose, and then tweak the model so that it looks best in a natural pose versus the artificial T-Pose that for some reason we all still use sometimes. Heck, I've been using rigid T-Poses, myself. I know, right? First model i did was T-pose too. But then when i tried to use it at UT3 i had to change, even the proportions, then i stayed with the UT3 skeleton, it is only not good for hands. My base model for every female character is the model i made looking after Tifa from FF:AC, it isn't that close compared with the original (gave up after 10 months of work , but was a good thing, learned how to model faces). I'm still updating my base model, last thing i did was to modifiy it so it would accept FBIK. Edited June 2, 2009 by akt_m Quote
chillyche Posted June 2, 2009 Posted June 2, 2009 I'm still updating my base model, last thing i did was to modifiy it so it would accept FBIK. I am still trying to figure out how to do an FBIK rig in 3ds Max. Maya looks better and better to me all the time. Quote
Ganbare Posted June 2, 2009 Author Posted June 2, 2009 (edited) I was going to ask if this was intended to be put in a cockpit - so as to remind you to minimize the work and focus on the parts that are going to be seen - but as it looks like you intend to use it seperate and outside of a mecha, ignore this rather lengthy sentence. I intend to put on cockpit. That pose is only for applying the modifier technique,by trial and error of course , so if this work there's no trouble placing it in the cockpit. Now, the proportion thing. Hope it's acceptable, in term it's human, a girl wearing G-suit. Back to square one. if there's is any mistake, again , pls tell me, again... BTW, what FBIK stand for? Edited June 2, 2009 by Ganbare Quote
anime52k8 Posted June 2, 2009 Posted June 2, 2009 I'm sorry but... (censored to protect the wet blankets) I'm probably the biggest fan of massive boobs on here but man, how can she walk? Seriously though, little advice on large breasts. First massive boobs work much better in 2D than in 3D. Additionally, if you're going to go with big boobs you've got to balance it out. She's too top heavy, not enough ass for that much boob. I would post pics to illustrate my point, but I fear the B& hammer too much. anyways, decrease the size of boob. she make macro klan look normal. Quote
sketchley Posted June 2, 2009 Posted June 2, 2009 As he said. The 1st three links here are more than worth a look: http://www.google.co.jp/search?hl=ja&q...mp;aq=f&oq= Quote
akt_m Posted June 2, 2009 Posted June 2, 2009 FBIK = full body inversed knetics. Makes things a lot easier to pose. Quote
Hikuro Posted June 3, 2009 Posted June 3, 2009 Wow thinking about it, I would sooooooooooooooo fix those boobs, we're not doing Robotech here Quote
Ganbare Posted June 3, 2009 Author Posted June 3, 2009 Ummm, about big chest area/boobs. I would stick to the reference (I should take reference pict from adult woman, dang!), it's too late now . Big boobs on skinny girl is something....not fit for me. Doh, building human model is consume my time. But maybe I would make another female figure, don't know when. FBIK = full body inversed knetics. thanks for the explanation. Can you post a screenshot of the model without mesh smoothing maybe tomorrow, I'm to tired now. Sorry I didn'tnotice that. Quote
chillyche Posted June 3, 2009 Posted June 3, 2009 the key to a good model is good anatomy. It's true that this model is too top heavy. You'll note that in reality, large-breasted women tend to also have an ample rear-end, as a counter balance. They also tend to have thicker proportions overall, unless they've had work done. Even in the world of ridiculous anime proportions, the ones with huge breasts tend to have wide hips, big butts, and thicker thighs. In general, the human body is pretty well designed, and there's a lot of balance inherent in the form. There are some model sheets online that might help. Lots of reference pics of people standing, front, side, back, 3/4 view. Quote
akt_m Posted June 4, 2009 Posted June 4, 2009 (edited) I think it is very hard to do a body with good proportions, still trying to find a good proportion for my base model... One thing that helped was try export my model to Unreal 3. This is how it was my model, using some screenshots from FF-AC to use as reference: This is after using more or less Unreal Tournament 3 base female model proportions. I guess it isn't set with the bumpmaps i made. The wireframe shot below is from my latest update i did to my base model, acutally i picked a FBIK sample that comes with maya, all i needed was the joints with the right names for FBIK support. Then i posed it more or less at the spots, actually made the legs a little shorter. In case you want to see better tifa face, using maya hair, but the eyes are still an older version. The new eyes i made, still not very good, only used at belldandy and valkgirl: in case you are wondering, it is the very same face i did for Tifa. I have yet to update Tifa with all the latest pieces. Edited June 4, 2009 by akt_m Quote
Ganbare Posted June 4, 2009 Author Posted June 4, 2009 (edited) @ akt_m: Impressive!! Now I have better reference for modelling female body.Thanks:) The key to a good model is good anatomy. It's true that this model is too top heavy. You'll note that in reality, large-breasted women tend to also have an ample rear-end, as a counter balance. They also tend to have thicker proportions overall, unless they've had work done. Even in the world of ridiculous anime proportions, the ones with huge breasts tend to have wide hips, big butts, and thicker thighs. In general, the human body is pretty well designed, and there's a lot of balance inherent in the form. There are some model sheets online that might help. Lots of reference pics of people standing, front, side, back, 3/4 view. True. I just didn't search it for now. Maybe in the future. Update: And the wire frame. Sorry I didn't know how to render the wireframe only. There's a different in the wireframe I took. For some reason I forget rendering the latest model . Edited June 4, 2009 by Ganbare Quote
Ganbare Posted June 4, 2009 Author Posted June 4, 2009 finally I have found some website that contain human reference, including proportion WARNING!! The website contain may lead to NSFW! http://fineart.sk/ Quote
akt_m Posted June 4, 2009 Posted June 4, 2009 (edited) Or type porn at google. Edited June 4, 2009 by akt_m Quote
Ganbare Posted June 5, 2009 Author Posted June 5, 2009 Or type porn at google. lol, that the first place in my mind I would search it. But I think its very hard to make it into the model, since it's rare they posing in T model. Quote
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