If you start with mostly quads, eventually you'll run into circumstances where triangles or n-sided polygons are needed to connect everything, and you'll realize that polygon edges should run along visible peaks/ridges/creases in the source object. make a basic arm, but don't do the fingers on the first try, and don't model fine muscle/tendon detail). Model purely to try and capture a certain form, but don't be too ambitious at first (e.g. Reference images (where images are on surfaces inside Wings) are nice, though last time I checked it required another program and was a pain. Finding useful (though possibly in poorer taste) images for that is left as an exercise for the reader (hint: use the internet). You don't want to jump into complicated folded cloth modeling from the beginning- basic human form comes first. The muscles visible through skin (learn the muscle names if you want to communicate with anyone or the search engines about them). Search again) that show underlying muscles alone, and try to match these with Sticking out- and find some good anatomical illustrations (google image If you want to do a lot of muscle detail, look for extremely fit athletes orīodybuilder images where a lot of muscles and tendons are flexed and The non-computer images are better if screen real-estate is an issue. Most magazines have lots of pictures of lots of people. Magazines- Pretty much anything fashion oriented works here, or sports, or news.The peoples faces and bodies are pretty uniform, and without much character, but this isn't that important early on. Usually everyone is in basically the same standing pose, so this is good to start out with. Catalogs- Sign up for a few at the website for the publisher.
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