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L'Ancien Regime

The Anatomy Project

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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

post-3590-0-12307600-1345861873_thumb.jp

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I decided not to bring it in with Symmetry turned on since the scapula is positioned at angle to the ribcage and monkeying around with two of them in symmetry would more trouble than I cared for. When this one is done I'll just clone/flip it over the x axis..

post-3590-0-30435300-1345923775_thumb.jp

post-3590-0-93684600-1345923777_thumb.jp

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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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post-3590-0-90359400-1345939616_thumb.jp

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Done. Well good enough for the voxel stage. I'll add the other angles since it's almost impossible to find photo references from those angles and without a real skelton it's impossible to figure out what's going on in there.

Next; Os Clavicule.post-3590-0-07716500-1346002701_thumb.jp

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post-3590-0-99148600-1346004979_thumb.jp

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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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post-3590-0-42689900-1346207351_thumb.jp

post-3590-0-64703400-1346207487_thumb.jp

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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.

post-3590-0-23238800-1346450200_thumb.jp

post-3590-0-65717600-1346450226_thumb.jp

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When you are done with this work, This needs to be added to the main gallery at 3DCoat... :good:

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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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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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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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The last picture... even being grainy, the SSS on lips I like quite a bit...  :drinks:

and of course the muscle anatomy study your are doing...

Edited by digman

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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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I don't have any philosophical explanations for it. Creationism, Darwinism...it's almost irrelevant when you start looking closely at how in one spot you find incredible gossamer thin bone tissues and in other places a network of thick buttresses or in the case of the skull, a thick helmet with an almost spongy porous interior to protect that precious computer from shocks. Its hard not to be seduced into thinking there's some meta intelligence dictating the formation of these complex structures to its purpose. It's a sublime miracle. It's an absurd contraption.

 

CURVE3.thumb.PNG.3aa334d7789398bd61d57a7efbf11cc1.PNG

 

 

mandible.thumb.PNG.a38772b71a0fcfcf2656f93f059d5bb6.PNG

 

 

 

 

Edited by L'Ancien Regime
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