Skip to main content

Anatomy: poses with Musculature Week 5.2

 Anatomy poses with Musculature


This was a practice run I chose to redraw Usain Bolt because of his musculature and relatively low body fat percentage allowing me to plot the different volumes of his muscles I focused especially on the quadriceps and the parts of the hamstring that you can see because it was my weak point when it came to defining musculature in the lower body.




The second athlete I chose to trace over was Mike Mentzer "The Uncrowned Mr Olympia". I chose this pose because a main focus of the pose were the legs, his left thigh is the furthest forward limb in the pose. 

In my process I plot out the chest first using a Bridgeman shape for the ribcage given his wider frame, next was the pelvis, and for this pose I mapped out the portion of the holes in pelvis that you wouldn't necessarily see to help place the legs. As a side note for this pose I chose not to place in the bones and instead map out the volumes this would help me later down the line when adding volumetric lighting.

 













After using my trace as reference this is what I came out with the overall silhouette is near spot on but there are a few issues that I have with it. 

The pose I drew was lacking in contrapposto in Mike's original pose his weight is on his back foot and the shoulders and hips reflect that. The shoulders in my replication, are close to parallel with the floor, they should have a slightly wider angle than they have. I have illustrated they in my annotations.


This image is here as a note to use this shape when constructing legs regardless of the level of musculature. I can use the kite like shape to place the knee and then use the corners to place the bottom of the quads and the upper portion of the gastrocnemius.
















This was just a bit of fun


Comments

Popular posts from this blog

Real Worlds: Research Dossier

 Real Worlds Research Dossier SWOT Analysis My strengths when it comes to this project are generally character design including the props and written backstory of my characters another strength is my ability to produce some half decent key art. I will play to my strengths in the 3d section by doing a paint over of a 3d block out as well as creating some interesting props to look at within the piece itself. My major weakness is 3D and the general workflow around it, I have some skill but I am nowhere near good enough in my opinion. Another weakness of mine is ideation and perspective so I'll try to push myself a bit more in those aspects. The ideation section of the 3d will help me improve on this area of weakness because it will allow me to delve further into shape language and storytelling through visual details. An opportunity that will come up in this project will be when I receive direct feedback from a client telling me whether the designs are working or not enabling me to go ...

Texturing and model complete

 Texturing Render captured in Sketchfab Texturing my model was quite simple I colour picked from my original character sheet and placed them where necessary using the polygon fill feature and a black mask. I also did most of the texturing on the base colour viewport to retain as much accuracy as I could.  One thing I will say before any critique over the accuracy of colours on the Tommy gun is purely for character background the chamber and the barrel aren't rust blued is because they want to take care of this weapon themselves; to stay disciplined and as a reminder, the magazine gets changed way more frequently and is not a part that is as important to her although she does fill her own magazines.  Character Texture tile Thompson M1928 Texture tile  I do plan on going back through my textures and adding my own shading instead of relying on lighting as much, doing so would also allow me to add more personality to the final model. There will also be a version with the...

Character sculpt 2 - Gangster

 Character sculpt 2 - Gangster To start off my sculpt I used the base female model that comes with Zbrush. my main goal with this is to speed up my process I will eventually change the face to better match my character model but this acts as a good jumping off point.  The first part of the sculpt I created were the trousers the following method applies to all of the main sections of the sculpt. I start with a mask and then extract at zero thickness without a double sided surface. Next I then use the polish by features operation and then Zremesh the extracted object with it set to 1 to get it as close to 1000 polys as possible once that is done I'll do some minor tweaks and remesh it again. After that I'll apply the dynamic subdivision setting adding thickness  without actually confirming it this way I have some more freedom while keeping the original low poly mesh. Each of these components aside from the base mesh were created using the method I wrote in my last pa...