All BioHuman models are based on statistical analyses of high-resolution laser scans and anthropometric measurement data of men, women, and children with a wide range of age, stature, and body weight. Anthropometry Prediction The models feature predicting standard anthropometric values and anatomical landmark points of the chosen body shape. Generates standing body shape of child ages 3 to 11 years old. Generates seated body shapes of children ages 3 to 11 years old. Viewers always look at the eyes of character first.
So it is never redundant when we spend extra time for the eyes. It is better to use a sphere as reference to model the eye lids or else they will look unnatural and intersect with the eyeball. The eye lids are decided mainly by two curves that formed by upper and lower eyelids. We should also have an extra edge loop inward to make the thickness of the eyelids. It is not recommended when making an absolute circle edge loop around eye areas, instead we should have a line go out from the outside eyes corner which will help building up the volume of the upper eyelid.
These small detail seem not to be noticeable from far distance, but in close up scene they make the eyes look much more realistic and soulful. Many people underrate this part and they only use one single simple sphere for the eye ball, this make the eye look robotic and dollish.
Looking at realistic eyeball, we can see that the eyeball look much deeper and glossier. The key is we have to mimic the real anatomy of the human eyeball. The most used method in modeling realistic eyes nowadays is breaking the eye ball into two separate part: cornea and eyeball.
The water part between the eye lid and eye ball should also be modeled as separated mesh object to have realistic looking water ring around the eyes. It is important to get the natural shape of eye slashes right. The shape is determined by the many features of the eyes lashes. Francisco A. Many people use image plane with eye lashes texture on it.
But this will make the eye lash look flat, and not good enough in close-up shot. I do some extra study of different method in making eye lashes. I find out that the best way to do eye lashes is: polygon eye lashes!
Despite of what method we use but the output should be polygon. Polygon eye lashes have a better look with more depth feeling and cast nicer shadows. We can use Maya paintFX or third party- plugin to make the eye slashes then convert it to polygon. I find myself comfortable with the method of using Maya paintFX hair to model eye lashes then convert it to polygon, this way I can still render the eyelash properly in polygon form while keeping the construct history of PaintFX, I can modify the randomness, the thickness as well as the number of strands.
As with drawing and sculpting faces, the key is understanding the planes and angles they flow based one the underlying bones and muscles. Through researching, I found some good topology layout for those areas: The edge around nose area form a round curve starts from top of the nose and go along ala and terminate at area where Philtrum meet nostrils.
Also, to emphasize the shape of the lips, we should add an extra edge loop around lips areas because without this edge loop when we smooth or subdivide one more level, the lib shape will be smoothed out.
At the chin area we should terminate edge that run from above with a square polygons area. This topology will make we adjust the shape of the chin easier or just in case when our character have a double chin.
Ear is a very tricky area in the face, it has spiral structure with a lot of detail in, if we are not careful we might end up spending too many polygon for it. The easiest way is to model the ear separately while keep in mind that its edge flow need to meet with the head topology, in the end we can sew the ear to the head model, we may have some triangle around the sew area but they are hardly ever deform while animation so it is totally safe.
This separated ear model can be reused for any other models in the future. It is essential to keep in mind that whether our model are good enough to move on to other stage like UV or sculpting. You can do a lot of things including 3D character creation with this, but it is quite difficult to create 3D characters with this software. So, I recommend you to refer to this character modeling tutorial before you start creating characters using Blender. In this software, you can create a character by importing and scanning a picture of a real human , by importing 3D model files 3D Studio, X3D, etc.
Plus, a lot of additional tools is also provided by it to carve base solid models or 3D files into a character. DesignDoll is another free character creator software for Windows. Using this software, you can create 3D doll models with varying postures. In it, you get a generic doll model as the base that you can modify to create characters. Besides this, you can import external 3D structures or models as well to add the base model.
When you first launch this software, you get a default doll model on the main interface. You can easily change the posture of the model by changing the Model Tag. Model Tag basically enables visual joint movement points from where you can change postures of joints and body. Some more tags like Positioning Tag to change the position of the model, Scale Tag to control the length and thickness of each part of the model, etc.
These are the basic tags to set the posture of a doll according to your liking. Apart from tags, you also get three important sections named as Item , Camera , and Tool to make further modifications to the model.
Once the doll model gets completed, you can export it as 3d models , flat Models , or save it as TWD file. Bforartists is the next free open source character creator software for Windows. This software offers a complete 3D suite to create 3D content. In it, you can create game graphics , prerendered movies , and stills. In terms of its functionality, it is quite similar to Blender which offers the same set of features and tools. This software also uses base 3D models to create characters.
However, you can also create a complete character from the scratch with this software. To create a character through this software requires a lot of skill and I recommend you to use these tutorials to know more about working of this software and ways of creating characters using it. Similar to Blender, it also possesses a ton of tools which directly contributes to the complexity of this software.
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