View Full Version : Real-Time Anthropometry Female Model
I just thought I'd see if any one has suggestions on this head. I'm building it for use in a real-time environment for validation of architectural standards and design. This is the Female 5th percentile model ( the smallest sized adult human, for use with testing reach and accessibility of controls and display.)
That said, there is no need for it to look like crap. So I'd like some input on the head and face. I haven't modeled the ears or hair yet, but they are coming soon. I would like comments on the topology of the face and areas that need improvement.
I have a target tri count of 3000 polies. (Models are storedin VRML formate.) The head so far is 690 triangles, modeled it in Max 5.x with no UV mapping it yet.
If you need any other info let me know.
LOUcifer
11-02-2004, 02:40 AM
Well, this sounds like a very technical assignment, so I will say that the eyes are way too big. Stylized, it looks good though.
LOUcifer
11-02-2004, 02:41 AM
Oh ya, It also need definition if the nostrils
okay just a small update since yesterday. I might not get alot of time this week on this one but oh well
Tri count is 756, and I've refined the nose a little.
looks good for so little polys dhin :),
one crit I have is that she has a ridge in the middle of her forhead and that makes her look kind of Clingonish :D
Ya, I noticed that ridge when I posted the pic, I'll fix it.
After finishing on a few last minute projects over the last week or so I've finally been able to get back to this model again. The whole head is now 1252 triangles. Overall I have 2500 to 3000 triangle to use for this model so I'm hoping I can make that target.
I've been UV mapping it but, I don't have a texture to apply yet. Though because of system limits my I have to limit myself to 1 texture file, around 512^2, for the manikins in png or jpg format. This sucks, but the load is abit of a problem with texture memory.
Any crits are still welcome as I would like the input. Customers will be seeing these models and even though my name won't be directly on them, poor quality reflects poorly on me.
Today I started on the body. Its just getting ruffed out so far. The clothing shape I'm not sure on yet. I need to find an appropriate look for clothes, not too casual or business like. (Dressing them is always the hardest part. Jeans and a t-shirt are too casual and a business suit is too formal.)
She is now at 2062 triangle with hands and feet left to model, and mesh refinements with clothing. Luckily it is a static model so I don't need to worry too much about bad folding at the joints. I only need a standing, standing reach, sitting and sitting reach pose of the model to work in the system.
I know the arms are a little skinny. I've actually changed proportions on the model due to the data I have causing the model to look misshaped, I made the gluteal furrow higher than the data gives because the legs become too short, I also decreased the width of the chest and waist a little to fix the boxy feel that the data gives the model.
the body looks good dhin :) I think her forhead is to high, I mean that her hair starts a little to high (like a guy that is starting to get bold). just pull the hair a bit down and to the front and she will look lovely :D
Downup
21-02-2004, 01:27 PM
This is very good!
Small Update. I'm redoing the hair, I don't like the way it was turning out and the hair line was definatly wrong (screw what the data says.)
The triangle count is 2080, with out hair hands and feet.
Downup
24-02-2004, 04:43 AM
http://forums.3dtotal.com/images/icons/icon14.gifhttp://forums.3dtotal.com/images/icons/icon14.gif http://forums.3dtotal.com/images/icons/icon14.gif
http://www.angelfire.com/id/Dhin/Textfiles/Julia_01.txt
I thought I would just share this since the model has just been finalized. My next task it to put her into the needed poses and export her. The Tri count ended up at 3884. Presonally I really dislike the eyebrows but they said they liked them like that so that's that.
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