Creating Digital Humans 2: Definition and Detailing

Learn organic modeling techniques and a production workflow to creating clean topology, adding muscle definition, and strategically adding detail 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 for use in Film and Games.

Popular highlights include: Polygon Modeling; Subdivisional Modeling; Anatomical Structure; Anatomy Concepts; Creating Believable Likeness; Refining Edge Flow; Strategic use of Small Detail; Hair Construction using Curves; Sculpting Geometry; Muscle Definition; Matching Facial Features; Adding Key Characteristics; Localizing Detail; Detailing Hands and Feet; Adding Wrinkles to Skin; Adding Asymmetrical Details; Matching Photographic Reference; Creating Eyeball Geometry; Solving Common Geometry Concerns; Optimizing Geometry for Texturing; Disclaimer
Some photographic reference contains nudity and is intended for mature audiences.


1. Introduction and project overview

3. Refining the chest and neck

5. Adding breast detail

7. Shaping the elbow joint

9. Adding knuckles to the fingers

11. Finishing the hand

13. Detailing the hip and knee areas

15. Adding wrinkles to the foot

17. Modifying the shape of the head

19. Defining the eye socket and lid

21. Adding small details to the eye: caruncle and wet layer

23. Shaping the nose

25. Cleaning up the head

27. Building geometry for the eyelashes

29. Adding hair curves

31. Working with hair curves and geometry

33. Adding small details to the hair

35. Adding asymmetry to the face

37. Conclusion

2. Reference image setup / workflow explanation

4. Softening the clavicle and neck

6. Defining the breast transition

8. Refining the hand

10. Adding fingernails

12. Refining the rib cage and abdomen

14. Shaping the foot and ankle

16. Adding toenails

18. Building the eyeball

20. Finishing the eye area

22. Modifying ear placement and size

24. Refining the mouth

26. Adding eyebrows

28. Creating curves for the hair

30. Adding and modifying hair curves

32. Sculpting the hair

34. Final assembly: mirroring geometry and naming/grouping

36. Taking a step back: making needed adjustments

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