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L'Ancien Regime

The Anatomy Project

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Sometimes, I think it is what the person has done doing during his lifetime. what kind of work, diet, couch potato, slave... etc... Many factors make up the development of our bone structure. This is more true when the bones are still forming. With all the sitting down kids do at school in the last 80 years, It's a wonder that the pelvis /spline region develops as well as it does... We were not designed to sit for hours on end... oops better get my butt off the computer, Oh, yeah that's right, I do go to the gym..

You are becoming a bone veteran under the fire of sculpting.... :)

Yeah this is the skeleton of probably a very poor East Indian peasant woman with small delicate bones...it's a lot different than the big simple bulky bones in pictures I'm finding online...

This is as far as I want to/ can take this at the voxel level

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Uch, it's easier to set this up and do it in 3d coat than it is in Maya...going back and forth and setting things up is a pain in the ass. Just put up the image planes in the coat front and left view and use the clone tool to duplicate the vertebrae from one another, then resize and reshape. I wasn't that aware of the clone tool in the voxel room so I just tended to revert to Maya's ways.

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A brutal day..I've been cursing like Hitler in the bunker...a Windows update wiped out all the work I did from midnight to 4:00AM. Thanks. I knew the vertebrae would be a complicated task but all my photos and even having the thing right next to me did little to sort out the tangled mass of gnarly bones. so I spent the morning labeling each vertebra from three angles before I could get back to work and start where i'd been set back to at midnight. And the computer hangs...there's delays on each move at this point even after doing a massive resample down to one fifth of the originals. Somehow I keep accidentally turning parts from Voxel to Surface mode. I've learned not to freak out at this as you can still get back with a Ctrl Z even though it says you can't turn back to voxel mode..

This is not just being fussy. As you progress up the spine from the Lumbar 5 to the Cervical 1 there is this gradual progression and change in the fundamental shape of the vertebra and each vertebra has it's own unique physignomy...you could just make them all the same and clone them out and say "good enough" but it's not. It would suck hard.

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The space left for the discs reminds me that my own have the proportions of tortillas from a life of manual labor. At least I don;t have the fused vertebra of the stevedore in Pompeii.

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The space left for the discs reminds me that my own have the proportions of tortillas from a life of manual labor. At least I don;t have the fused vertebra of the stevedore in Pompeii.

Yeah I've shrunk half an inch since high school...

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Cervical Vertebrae are the strangest and most complicated of the vertebrae; you can see it in the comparison to Thoracic 1...

The fine parts are looking pretty rough but there's not point in upping the resolution. I'll polish things up in the surface mode and add details there. Spinous processes will get the Live Clay treatment for sure. And they support the ribs so there's no point giving them their final shape and orientation until the ribs go in and they butt up against the ribs for support.

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The spine is finally complete at least in its voxel state. Well there's still work to be done cleaning up the interface between the sacrum and the hip bones...

I had no idea that the Axis (Cervical #2) and Atlas (Cervical #1) were like this. In fact, good photos of them at all angles is rare, even on Google Image...I had to hunt around. And they are really hidden away on my skelton...

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I see a lot of hard work here you have done, outstanding... I'm looking forward to seeing the progression...

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What a treat...bringing a test rib mesh in from maya and merging it into the scene then cloning it with symmetry in 3d coat actually worked better than duplicating it at a -1 scale over the x axis in Maya...

And moving the voxel rib around to shape its curve is actually easier with the 3d coat Move tool with a smooth falloff than it is to mess with soft selection in Maya..

Fitting the rib into the inferior and superior costal facets and buttressing it with the transverse costal facet onto the tubercle of the rib will be a piece of cake this way. Once again the strength of the voxel approach is made manifest; you get to shift and push and pull things around without any fear of overlapping edges, or tangling vertices or inverting faces past each other the way you do in polygonal meshes...

Picture1.Thoracic-Vertebra.jpg

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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?

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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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What a big mess today turned out to be; seems the gaps between the vertebrae really were too big and many had to be resized, moved around, and the ribs were all wrong...I was headed to a 26 rib ribcage! it's all sorted out now more or less.

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Seeing your progress is great, thanks again for sharing not only the image but what your are doing as well...

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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...

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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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