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Subdivision Modeling of a Human
Subdivision Modeling of a Human
sdb1987, updated 2005-09-17 21:20:39 UTC 258,715 views  Rating:
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Page 4 of 5

The Torso



1.The muscles on the torso can be modeled by splitting polygons near the furrows so that you have three lines running along the depressions. Pulling in the middle line should suffice to give you the indentation where two muscle groups meet.

2. Figure 9 shows a detailed section with three lines in which the middle line is pulled back so that the two out- side lines are raised. Most of the creases for the various muscle groups were modeled this way.

3. To get the most control insert extra points were need- ed, select the new points in order and connect them by splitting the polygons.

4. Use both low poly and subdivision mode to shape the muscles.

5. The back of the torso is somewhat easier to model than the front. The scapula or shoulder blade is pro- nounced enough to be seen under the skin.

6. The points at the end of the back (0 x axis) are pulled in a little to form the groove along the spine.



7. Figure 10 shows the completed back of the torso.

8. Be sure to define the neck muscles. The trapezius muscle starts at the base of the head and extends at an angle down to the scapula (shoulder blade). Its shape suggests a four-sided star. The sternomastoid muscle in the front of the neck suggests a V shape.

9. When you are finished modeling the torso, mirror the half body and make some adjustments to parts of the body such as the groin area. Points will probably have to be pushed and pulled at the center (0 axis). Neighboring points will most likely also need adjusting. Figure 11 shows the completed torso in low poly and subdivision mode.



10. When you are finished adjusting points, then delete one half of the body so that you can continue working on details without having to repeat the process for the other half.. Be sure to set a value of 0 on the X axis to any points that were moved along the middle seam.


The Finger Nails

Hand motions are an important part of closeup anima- tion especially when it has dialogue. To make the hands more convincing, details such as nails should be added. UV mapping can be used later for the creases and wrin- kles of the hand.

click for larger version

1. Figure 12 illustrates 4 steps to modeling the nails. Working in low polygon mode, select the polygon that will be made into the nail (step 1).

2. Bevel it down once (step 2).

3. While the beveled nail is still selected bevel it one more time to create another polygon (step 3).

4. Move the second beveled polygon up. This will form the nail. Use the knife tool to slice through the middle of the two beveled polygons and the rest of the finger (step 4).

5. Select the middle points of the nail polygon and move them up so the nail looks curved.

6. Extend the two top front points of the nail (second beveled poly- gon) to give it some length. Tuck the next two lower front points (first beveled polygon) under the nail.



7. Work mostly in subdivision mode as you move points. Figure 13 shows the completed nail.



8. Assign names, colors and textures to the nail and the cuticle. Model the rest of the nails on the hand. Figure 14shows the finished hand and nails in low poly and subdivision mode.