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3D content: Announcing the new Human Anatomy Modeling tutorial series.

Started by January 16, 2010 04:00 PM
-1 comments, last by Algomorph 14 years, 11 months ago
Dear game coders and content conjurers, I welcome you to Part 1 of my Human Anatomy Modeling tutorial series: Blocking out the Female Body; URL: http://gregory.kramida.home.comcast.net/~gregory.kramida/AlgoTutorials/HumanAnatomyModeling/BlockingOutTheFemaleBody/ The series will guide you on how to make a generic 3D human female character. Since you are into making game content, it will suite you well: you can make any female-like character for your game out of the final product. If you downgrade it a bit, you get in-game geometry. If you hyper-detail it with some application like Mudbox or ZBrush (or the same Blender), you can get a source for baked normal (parallax), bump, and skin color textures. The latter parts of the tutorial will also guide you through subsurface scattering when they are published. The tutorial is for both beginner and experienced modelers. You may use any software of your choice, but all you need is a good enough computer to run Blender. I can post the final product (I mean, of the whole series - the generic human female, detailed) in a separate thread upon request, although I will not post it here to avoid nudity on this thread. This particular part will show how to block out the base model for a generic female (excluding fingers and toes, those will appear in the hands and the feet parts, respectively). Even though the tutorial includes some 200 slides, the net time of completion does not exceed 2 hours (more like 1 hour) for an experienced modeler. Beginners should be prepared to spend 3 or more hours. This is the lengthiest part in the series. Part 5: The Generic Human Ear is also available at this point (URL: http://gregory.kramida.home.comcast.net/~gregory.kramida/AlgoTutorials/HumanAnatomyModeling/GenericHumanEar/) The current hotkey/menu markup is made for Blender, but I will add a button to dynamically switch this markup to other applications whenever somebody offers me a full license for, say, a recent version of 3Ds Max or Maya at a reasonable price. By recent version I mean something like 3Ds Max 2009 as opposed to 3DsMax R3, and by reasonable price I mean something like $100 + 10*(price of Blender, which contains at least 95% of 3Ds Max's features.)

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