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Gnomon - Digital Sculpting Human Anatomy Печать E-mail
15.06.2008 г.

BLOCK-IN MAYA MESH AND CUSTOMIZE ZBRUSH INTERFACE INITIAL DEVELOPMENT: GESTURE AND TORSO INITIAL DEVELOPMENT: LEG AND FOOT INITIAL DEVELOPMENT: ARM AND HAND INITIAL DEVELOPMENT: HEAD FINALIZING: TORSO FINALIZING: LEG AND FOOT FINALIZING: ARM AND HAND FINALIZING: HEAD GESTURE TWEAKS AND SUPERFICIAL VEINS CREATING AN ORGANIZED MESH AND RE-APPLYING ZBRUSH DETAILS 1. BLOCK-IN MAYA MESH AND CUSTOMIZE ZBRUSH INTERFACE Utilizing simple poly modeling techniques in Maya, we generate a base mesh that meets the technical requirements for import into ZBrush (see points below). This mesh allows us a great deal of creative free- dom when developing our digital sculpture. By adjusting ZBrush's tools and interface, you can create your form with a smoother, more predictable surface. Reference books: Anatomy For The Artist by Sarah Simblet (superficial anatomy) An Atlas Of Anatomy For Artists by Fritz Schider Anatomy Lessons From The Great Masters by Robert Beverly Hale Notes: All Quad poly mesh from Maya for import into ZBrush No muscle definition in mesh Edge loops around areas we might want to relocate later, i.e. elbow OBJ import options in Maya set to False- avoids mesh point re-order Adjust Mouse Average and Edit Curves in ZBrush to improve results 2. INITIAL DEVELOPMENT: GESTURE AND TORSO We use ZBrush to evaluate and modify the initial gesture of our digital sculpture while examining the re- lationships between the masses and forms. Our sculpture's gesture is its foundation for establishing life and realism. We construct the torso by developing general forms: Keeping the mesh at a lower subdivi- sion level, we avoid focusing on specific muscle definition until a later stage of development. Notes: Exaggerate the gesture to avoid straightening out of the sculpt Look at the rhythms created by the masses Stay at lower levels of subdivision Do not focus on minor details 3. INITIAL DEVELOPMENT: LEG AND FOOT We create approximate leg and foot masses by evaluating the overall shapes created by the muscles and underlying bone structure. Notes: From rear view the lateral form of the quadricep is still visible Look at how muscles interrelate, i.e. the Hamstring to the Calf Evaluate the rhythm of the overall form: Muscle mass shifts from the lateral side denoted by the thigh to the medial side at the knee Try the Inflate brush on tight areas like the toes Don't over-develop the foot or toes: develop them at the same level as other parts DIGITAL SCULPTING: HUMAN ANATOMY ZBrush-to-Maya Workflow with Zack Petroc 4. INITIAL DEVELOPMENT: ARM AND HAND Using a similar approach, we create a rough arm, establishing landmarks such as the elbow (olecranon of the Ulna) to help place other muscles. Using the hand as an example, we reimport the mesh to Maya, ma- nipulating and changing its gesture before bringing it back to ZBrush for further refinement. (This process is applicable to any part of your sculpt.) Notes: Exaggerate the curves of the arm Landmarks, Olecranon of the Ulna, & Medial Epicondyle of the Humerus Try the inflate brush on the fingers to begin adding mass Export mesh at any level for evaluation in Maya or other software 5. INITIAL DEVELOPMENT: HEAD Simplifying the head and face into basic masses and forms makes it easier for us to take this area of our sculpt to a rough level. We avoid all secondary facial features and focus on the overall structure of our head to use as a foundation. We sculpt lips and eyes, defining the character of the face at a later time. Notes: Focus on the over-all form of the head, locate the masses of the features Avoid secondary detail of the features i.e. lips, eyes and nostrils Establish general character of the face, round or narrow 6. FINALIZING: TORSO We examine ways in which individual muscles form larger shapes, fitting together to define our figure's final surface. We gradually develop our forms over the entire torso. Notes: Notice how the muscles are suggested, not academically represented Use the smoothing of the division process to aid in gradually refining your form Do not be afraid to smooth out detail and then redefine the area 7. FINALIZING: LEG AND FOOT Finalizing the leg and foot, we are now able to refine the details created when we established our figure's initial gestures. Focusing on the details, we see how the underlying anatomy of the knee--including bones, muscles and tendons--affects the surface. Notes: Proper gesture and placement of rough forms aids greatly when defining detail Placement of muscle masses define rhythms of the leg Use the bones of the foot and toes as visible surface landmarks When refining the form, do not straighten the bones Look at the character of the toes: are they straight from any view? 8. FINALIZING: ARM AND HAND Having returned our mesh to ZBrush, we are now ready to finalize the hand's gesture and pose. Note that the muscle masses form curves that intersect throughout the upper and lower arm. Notes: Orientation of the arm makes tricep visible in front view Notice how the forearm curves in both the front and top views Adjust the pose of the hand to add character to your sculpt Examine how the arm inserts to the torso under the cradle of the shoulder 9. FINALIZING: HEAD We developed facial features and established the basic forms of the head simultaneously during the set- up stage. By not overworking any specific area of the face, we were able to focus on the relationship of the features, which really define our perception of the head. Notes: Surface around lips is not consistent or flat when mouth is closed Look at how the muscle forms under the check bones flow down to the mouth Mass of the mouth sets out from the skull in side view Use view from underneath the chin to evaluate lips and mouth area Evaluate the contour while sculpting with "X" symmetry on 10. GESTURE TWEAKS AND SUPERFICIAL VEINS Evaluating the sculpt as a whole, we can adjust the relationship of the individual parts, ensuring that their respective masses and proportions coincide. We use the Projection Master tool to add superficial veins. Notes: Adjust the gesture by using ZBrush's ability to step back down in divisions Use the Move tool to reposition parts of your sculpt Hide areas you don't want to alter Avoid adding superficial detail like veins until you are satisfied with the larger forms 11. CREATING AN ORGANIZED MESH AND RE-APPLYING ZBRUSH DETAILS Using ZBrush's texture tools, we create a texture representing our curve network. Returning to Maya, we use this as a reference template to define our organized poly mesh. Using the xyShrinkWrap.mel script (which you can find at highend3d.com), we wrap our organized mesh to the detailed mesh we initially cre- ated in ZBrush. If you know you will need an organized mesh, generating one in ZBrush at an earlier stage will quicken this process.

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