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The Anatomy Project


L'Ancien Regime
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Pretty slick! Your extrusion technique let me realize I could do the same to create a shirt collar (extrude along spline which I was ignorant of). How far (anatomically) are you going to proceed?

I'm going all the way, dude. Do or die.

This is just the voxel stage. As everyone complains, voxels are crude. Well I think I've proven here that voxels aren't THAT crude..

But then when I'm finished the entire skelton in voxels I'll move on and retouch everythign in surface mode using Live Clay. This will give me a great mesh for shooting powerful displacement maps.

Then I'll autopo all the parts individually and then I'll per pixel paint them for diffuse and normal maps

And then I'll start doing renders...of each part individually and then the whole.

Then I'll have to sit down and figure out an approach for tendons, ligaments and muscle tissue.

Finally, I'll have to work out how to do skin and subcutaneous fat, hair, nails...

Probably I'll work out how to rig it and weight the joints so it won't be all screwed up when I pose it.

When I'm done then maybe I'll know something about 3d graphics. I think I'll be able to call myself some kind of journeyman in the craft.

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Well this is the last of the ribs extruded on a spline and then imported to voxel room and merged. But there's still a lot of work to be done on them even at the voxel level. the taper of the ribcage itself is not as elegant thanks to the photo model I used and I prefer the shape of my own skelton. which tapers in at the bottom as well as the top unlike the rather inelegant reference image version I copied. Lots of delicate scupting ahead; voxels like to collapse on you when they're very thin like this... even when you're trying to build up the surface. I find Clay = bad, Airbrush = good but it distorts the thin ribbon of voxels from it's curve often rather than just thickening the band. Don't even think of using the Smooth tool. The move tool as always will be indispensable.

I'm hiding the sternum as most of the ribs (save the two floating ribs) are attached to it by cartilage requiring that I use the MERGE TO tool in the right click voxel tree drop down menu to make most of the ribcage and the sternum one piece that I can then weld properly, a move I'll postpone as long as I can, to give me the convenience of turning off all the other ribs so I can work on them one at a time.

And here's praying I win the $50 million lottery this week so I can buy a $50k supercomputer and all the cool stuff like those Freedom of Teach sculptures at $300 a pop. Not to mention those 3 x 30" Samsung monitors and the 24" Cintique touch screen...

anatomi.jpg

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Wow I just came across an AMAZING find. Finding good anatomical references on the internet has been a real chore, particularly for animals, but this morning I found this really nice website by this Rodand Denise;

http://www.rodnikkel...k/the-rib-cage/

And it led me to this amazing open source work at Archive.org; The Anatomy Of Domestic Animals by Septimus Sisson.

http://archive.org/d...ofdomesti00siss

I grabbed it down as a PDF. It's incredible. Now I can take on horse anatomy too. and other domesticated animals; horses, dogs, sheep, oxen and pigs. It's not just osteology but cardiology and circulatory, digestive organs and myology too..

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Wow I just came across an AMAZING find. Finding good anatomical references on the internet has been a real chore, particularly for animals, but this morning I found this really nice website by this Rodand Denise;

http://www.rodnikkel...k/the-rib-cage/

And it led me to this amazing open source work at Archive.org; The Anatomy Of Domestic Animals by Septimus Sisson.

http://archive.org/d...ofdomesti00siss

I grabbed it down as a PDF. It's incredible. Now I can take on horse anatomy too. and other domesticated animals; horses, dogs, sheep, oxen and pigs. It's not just osteology but cardiology and circulatory, digestive organs and myology too..

maybe this link will help you also on your journey

http://www.nlm.nih.g...ies/browse.html

and this french atlas

http://digi.ub.uni-h...84#current_page

http://digi.ub.uni-h...84#current_page

http://digi.ub.uni-h...84#current_page

and if you understand little bit german, collection of anatomy literature (edit: ps there is an english version)

http://www.ub.uni-heidelberg.de/Englisch/helios/digi/anatomie/Welcome.html

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maybe this link will help you also on your journey

http://www.nlm.nih.g...ies/browse.html

and this french atlas

http://digi.ub.uni-h...84#current_page

http://digi.ub.uni-h...84#current_page

http://digi.ub.uni-h...84#current_page

and if you understand little bit german, collection of anatomy literature (edit: ps there is an english version)

http://www.ub.uni-heidelberg.de/Englisch/helios/digi/anatomie/Welcome.html

maybe this link will help you also on your journey

http://www.nlm.nih.g...ies/browse.html

and this french atlas

http://digi.ub.uni-h...84#current_page

http://digi.ub.uni-h...84#current_page

http://digi.ub.uni-h...84#current_page

and if you understand little bit german, collection of anatomy literature (edit: ps there is an english version)

http://www.ub.uni-heidelberg.de/Englisch/helios/digi/anatomie/Welcome.html

Thank you very much chingchong. .I'll have a look into that...

Actually there's some awesome links in there. That's excellent.

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Lots of pushing and pulling with the Move Tool, shaving smooth with tiny Scrape Tool strokes, Smooth Tool, but the Fill Tool really saves on straightening out the edges.. Dealing with long thin laminates in voxels is always tricky. Long thin CURVED laminates no less. But the edges are rather irregular in real life so..

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De chao ordo.

You tend to start out a section like this very slowly and uncertainly, then build in confidence and speed as you figure out a way to solve the problems that confront you both in subject matter and in medium.

That's it for the ribcage for now. Next on the agenda; the scapulae and clavicles...

Here's a nice one done in Zbrush by Vishakh67

scapula_sculpt_by_vishakh67-d33zcuj.jpg

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Working with really thin laminates with high relief, particularly at their edges will drive you crazy

And thank you Digman for showing me all the ins and outs of the Pose tool. I hated that thing before you showed me how it worked, now I'm actually kinda liking it a lot.

:D

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I came down with a wicked cold yesterday so I didn't feel like much more than importing the femur, tibia, fibia and foot bones that I'd done earlier. It took a bit of juggling around with scaling etc but it was pretty easy to do. It doesn't look that good at this resolution on the screen.

Sometimes you just have to be patient and wait for the good times to come along, which hopefully will arrive when the texturing and rendering take place in high resolution with more dramatic and colorful lighting.

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So I finally loaded all the bones of the right arm and hand into 3d Coat and then cloned and flipped them for the left arm. They're still in a crude form but at least the beaurocratic work is done...it wasn't necessarily fun figuring out how to parent layers to facilitate their scaling an movement later...like the bones of the hands.

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  • 1 year later...
  • Advanced Member

Well it's been a while and I got turned off or distracted for some time but now I'm really feeling enthused again about this project.

 

 

It helped that I finally figured out Maxwell's camera focusing didn't have to be a painstaking ordeal and that you could choose  any spot on your model you wanted then hit autofocus. Great. Maxwell running properly = living in a French Chateau..

 

http://i.imgur.com/0vZuCZt.jpg

 

There's no point adding topology and UVing the bone models until the new 3d coat auto retopo engine is out.  This should give vastly superior results. Can't wait.

 

http://i.imgur.com/6KTrf4f.jpg

 

Also I've learned a lot since I started this project about texturing and about Live Clay. The LOD on these screens is pretty good but I now have better tools to overcome most of the problems I encountered the first or second time around.

 

http://i.imgur.com/vUFGGMn.jpg

Edited by L'Ancien Regime
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  • 1 year later...
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130444765831.jpg

If there's one single subject of study that will immensely improve the abilities of any artist, it's the study of anatomy. And we, the beneficiaries of the computer graphics revolution are fortunate enough to have at our disposal the resources and tools that only a very few wealthy people or people fortunate enough to be patronized by the wealthy and enlightened could experience. We have a sculpture studio on our desk capable of amazing things. Man is the microcosm of the universe, and if we master the art of sculpting, drawing, and painting man to excellence then we master all...

Therefore I want to consacrate this thread to the study of anatomy, mainly human but also animal. My own struggles to master anatomy have paralleled my struggles to obtain some mastery over this new medium. Early on I assumed that NURBS was the only way to model and my struggles to create the kind of complex irregular surfaces one encounters in the biological world repeatedly frustrated me. Then I discovered SubD polygonal modeling and the advent of Zbrush and I was able to make further progress. But there again the difficulties imposed by the topology of a subD polygonal object raised all sorts of difficult barriers. Of course we have the examples of Zack Petroc over as Zbrush but I wasn't really inspired to undertake this work, the work of constructing the human form from it's individual constituent parts in all their detail and beauty until I came across 3d Coat and Leigh Bamforth's superb tutorial series on the human skull that I got the courage to try again. That's when I decided to buy 3d Coat and get into Voxel sculpting, which I feel is the way of the future.

http://vimeo.com/channels/ljbsculptingtutorials

So join me and contribute your own serious efforts at mastering this difficult and rewarding subject. I'm not going to stop this thread until I die or triumph..

In the process I hope to be sharing resources that all can use. I own a real human skelton that I purchased in 1980 and I've been gathering texture palettes that I will be posting for everyone's use here as well as models and 2d resources. I hope you too will have resources you can share with us...

 

130444765831.jpg

If there's one single subject of study that will immensely improve the abilities of any artist, it's the study of anatomy. And we, the beneficiaries of the computer graphics revolution are fortunate enough to have at our disposal the resources and tools that only a very few wealthy people or people fortunate enough to be patronized by the wealthy and enlightened could experience. We have a sculpture studio on our desk capable of amazing things. Man is the microcosm of the universe, and if we master the art of sculpting, drawing, and painting man to excellence then we master all...

Therefore I want to consacrate this thread to the study of anatomy, mainly human but also animal. My own struggles to master anatomy have paralleled my struggles to obtain some mastery over this new medium. Early on I assumed that NURBS was the only way to model and my struggles to create the kind of complex irregular surfaces one encounters in the biological world repeatedly frustrated me. Then I discovered SubD polygonal modeling and the advent of Zbrush and I was able to make further progress. But there again the difficulties imposed by the topology of a subD polygonal object raised all sorts of difficult barriers. Of course we have the examples of Zack Petroc over as Zbrush but I wasn't really inspired to undertake this work, the work of constructing the human form from it's individual constituent parts in all their detail and beauty until I came across 3d Coat and Leigh Bamforth's superb tutorial series on the human skull that I got the courage to try again. That's when I decided to buy 3d Coat and get into Voxel sculpting, which I feel is the way of the future.

http://vimeo.com/channels/ljbsculptingtutorials

So join me and contribute your own serious efforts at mastering this difficult and rewarding subject. I'm not going to stop this thread until I die or triumph..

In the process I hope to be sharing resources that all can use. I own a real human skelton that I purchased in 1980 and I've been gathering texture palettes that I will be posting for everyone's use here as well as models and 2d resources. I hope you too will have resources you can share with us...

hey buddy, I wanna model a human femur by CAD softwares, could you help me please. my email is: mas.norouzi@gmail.com I'd really appreciate it.

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hey buddy, I wanna model a human femur by CAD softwares, could you help me please. my email is: mas.norouzi@gmail.com I'd really appreciate it.

 

 

Oooh CAD software. Which one? does it have some kind of polygonal modeling mesh? Does it have metaballs?

 

I take it you'll be doing it in brep solid modeling. This is a tall order...

 

Back when I first started in 3d graphics I tried mightily to model bones with NURBS...

 

Terrible terrible thing.

 

EMfX7ky.jpg

 

W9e29Iw.jpg

 

NURBS and brep solid modeling and organic shapes...this is a very very tall order..

 

 

79smzVJ.jpg

 

 

 

 

 

Take my advice; use the right tool for the job. Don't try to dig a  trench with a pipe wrench, don't try to do a brake job on a Porsche 918 with a big pneumatic jackhammer.

 

You are lucky. Back in the day there were few options and the options were fantastically expensive.

 

If you need to do organic work like an animal's bones, then use 3D Coat, Zbrush, Mudbox or if you have no money, use Blender's sculpting system. 

 

And just because it's free doesn't mean Blender's tools are the worst. Far from it. Blender is awesome now. So is its render engine. 

 

 

And Blender is such a tiny kernel you can get huge meshes...80 million polys is fairly normal on a regular computer.

 

 

In fact a quick search brings me something I think Michaelis did 

 

511px-Dt-relnotes-01.jpg

 

 

 

http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Dynamic_Topology_Sculpting

Edited by L'Ancien Regime
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  • 4 months later...
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This has been a long on again off again project and sometimes I've felt a bit overwhelmed by it, especially when it gets added to all the other problems in life.

 

So to approach it again I have to solve a lot of other problems that were pending. 

 

This is a bit of a side project aimed at solving some of those overshadowing problems.

 

 

03c15cD.jpg

 

mmoMDcN.jpg

 

 

iJIMMH8.jpg

 

This is not aimed at being a finished product but rather just a bunch of experiments or forays to obtain new abilities.

 

Painting skin as both a diffuse colour,  a textured bump map of normals and displacement then thinking my way through SSS is a daunting task for me.

 

Scale gets really important. If I can give you one big piece of advice when making human models that you're planning on  rendering with SSS it's that you make sure you've got your body, the head in particular to 1:1 scale or you'll have a lot more tweaking to do on your SSS settings, particularly the depth of light penetration and scattering.

 

I'm forcing myself into the discipline right now.

Edited by L'Ancien Regime
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  • 3 years later...
  • Advanced Member

Well the time has come with my new Threadripper and Radeon VII finally up and running to fire this thread up again.  Seriously anatomy is so much fun and as someone said to me here once, perhaps in this thread, that it's wrong to do a hybrid approach with Maya or some other subd polygon program to start out a body part. They were right and frankly working in 3D Coat, purely with voxels and then going over to surface mode solves so many problems in working with complex body parts. With that I think I'm finally going to go over to Vertex Painting too; it's a challenge with a lot to learn there but I think that's the price to pay to take advantage of some seriously powerful tools. 

When I was looking at some source photos of the skull lately I was thinking about how strange a thing it is. There's this big cranium, a shell housing this huge brain and then the face architecture is sort of stuck onto the lower front of it, almost like a carpenter's scaffolding. It got my thinking that rather than trying to sculpt the entire head all as one mass, rather you should create this brain container then use the Curve Tool to construct the rather delicate structures of the face;  Inferior nasal concha , the mandible, the maxilla, the palatine bones, the vomer, the zybomatic bones. Then duplicate and shrink down that Cranium and use it to subtract it from the original to hollow it out so you can study the interior of the skull too.
 

 

bc-267b-h-lg.thumb.jpg.8974ec0763506c0c8fa58771a782da31.jpg

 

SkullProject02.thumb.jpg.d1c0b1bc45d9e6d7bebfb75186bf8fd0.jpg

 

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skull.thumb.PNG.b883a66c879ba7b2de03cf06cbfe9063.PNG

Edited by L'Ancien Regime
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