Creating Digital Humans 1: Volume and Muscle

Learn organic modeling techniques and a production workflow to creating clean topology and establishing anatomical volume and muscle to create a realistic human from reference. Contains over 5 hours of project-based training for artists learning the technical and artistic processes of creating digital doubles.

Popular highlights include: Polygon Modeling; Subdivisional Modeling; Anatomical Structure; Anatomy Concepts; Primitive Modeling; Blocking-in Form; Establishing Volume; Organizing Topology; Creating Edge Flow; Adding Muscle Definition; Evaluating Proportions; Modeling to Reference; Re-routing Edge Loops; Strategic Use of Edge Loops; Connecting Geometry;

1. Introduction and project overview

3. Blocking out the torso and neck

5. Adding topology for the eye socket

7. Attaching the head and neck

9. Blocking out the pelvis

11. Attaching the leg and shaping the behind

13. Blocking out the arm

15. Blocking out the hand

17. Combining the fingers and the hand

19. Blocking out the base of the foot

21. Finishing the foot and attaching it to the ankle

23. Refining eye topology

25. Building mouth topology

27. Building the ear - blocking in geometry

29. Building the ear - filling in the geometry

31. Attaching the ear to the head

33. Refining the Clavicle and shoulder

35. Adding the calf muscles

37. Building out the inner mouth structure and throat

39. Taking a step back - diagnosing problems and making changes

41. Conclusion

2. Setting up reference images

4. Blocking out the head

6. Adding topology for the nose

8. Smoothing out the neck

10. Blocking out the leg

12. Creating shoulder geometry

14. Connecting the arm to the shoulder

16. Blocking out a finger

18. Finishing the hand and attaching it to the arm

20. Blocking out the toes

22. Blocking out the breast and modifying edge flow

24. Refining nose topology

26. Building the ear - creating and shaping curves

28. Building the ear - shaping and combining the pieces

30. Building the ear - finishing up the ear

32. Adding the Trapezius and Latissimus Dorsi

34. Adding the Quadriceps and Knee

36. Adding topology for the abdominal area

38. Adding a rough hair shape

40. Making final changes to the mesh

42. Bonus Lesson: checking proportions

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