Modelling:Skeleton
Infra layer of the avatar: skeleton/cartilage structure. Inspired by Reclining Woman of Henry Moore and by the Pale man of the Guillermo del Toro's Pan's Labyrinth.
Contents
Phase 1
chest, head and arms
Sculpting a skeleton-like model.
Workspace, with ref images loaded on the right.
Other views
notes
- Chest is still a bit wide, belly-spine, pelvis and legs have to be fine-tuned.
- The articulation points have to be marked clearly. If the model behaves like a bone structure, the softs areas have to be tiny and concave (marked by a bevel, convex or concave)
pelvis
Working on pelvis. Flaps at the back are not big enough. They should receive muscles of the legs and therefore be wider.
---
Phase 2
Complete handbreak: i'm masturbating on the details of the model without taking care of the mechanic, without thinking to the specificity of a 3d avatar. See Theory:Avatar for the underlying thoughts.
So, back to an empty scene, just keeping the armature of a bipede, wich is the starting point of the whole modeling.
Reproduction
Each bone is conceived separately, and is an interpretation of the armature. The work of Moore is more present in the sources, and the work of Jacques Fabien Gautier d'Agoty is mounted. The way JFGdA is describing anatomy is not correct but beautiful because there's a layer of personal interpretation in his paintings.
- better hips/pelvis consistancy
- pelvis will be stretch towards coxys and pubis not working, abandonned
- clavicle-neck link
- simplified hips
- no more mudguards
- with butt flaps
- begining arms and leg articulation.
- elbow articulation
- knee articulation
Just realised the articulations are absoloutly NOT functional mechanically!
Back to basics, let's study anatomy.
Elbow study
Knee study