WIPhobia: Male Torso Anatomy Studies

Posted by | July 17, 2013 | Personal, Speed Sculpts | No Comments

The anatomy studies continue with more male torso speed sculpts. I’m starting out rather ‘beefy’ while I get reacquainted with the muscle groups, but eventually I’d like my baseline to be something more average.  I remember reading something over on fxguide regarding the differences in the setups of ‘The Hulk’ between his solo movie and ‘The Avengers’. The main difference in these models was that for Avengers, he was modeled as muscular, but not overly flexed in the base model. This leaves room for something to happen when he hits poses in which he actually -is- flexing, which adds to the realism of the character. Volume sims, muscle deformers, or even triggering blendshapes or normal maps in regions of the body as a character moves or flexes are all great ways to achieve this in CG. With all of this in mind, these are okay first attempts, but my target body (that sounds weird) is going to be slightly more relaxed, and perhaps even slightly more average (but still athletic) of a build.

Here is another speed sculpt (35 minutes from a sphere):

torso2_speedsculpt

And here’s another iteration of a similar build, from a sphere, but in only 20 minutes this time. I’m getting faster, but you can still see some shaping hesitation in the move brush as I’m ‘figuring it out’ rather than just executing:

I really believe in these types of quick exercises to help build speed and skill, and by the end of these studies, I hope to have a set of updated male and female base meshes to be used for future characters. I’ll keep posting my progress here! Thanks for checking it out!

@davidmlally

Leave a Reply

Your email address will not be published.