女性解剖学细节经验分享
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发布于 2022-7-21 13:16:21

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Hello . 大家好
今天给大家带来夏侯同学的翻译推文
我是Thepoly

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Introduction
Hey guys, I’m Donna Urdinov, a half Macedonian, half Slovakian artist with a focus in 3D Character Art. I’m currently working as a freelancer, and have worked on projects ranging from cinematics, to commercials, to VR, to 3D printed doll making, but most are not available to the public just yet.

I completed my post-secondary education at the Gnomon School of VFX, however due to being on a student VISA, I had to go back to Macedonia, which is where I currently reside. Prior to Gnomon, I had just completed my high school education in which I had very little formal art training, and virtually no experience in 3D, so I would say that I learned a lot over the last 3 years.

介绍

大家好呀,我叫Donna Urdinov,马其顿与斯洛伐克混血,是个艺术家,主要做3D角色。目前我是自由职业状态,之前参与过的项目范围涵盖电影、广告、VR,以及3D打印玩偶,只不过其中大多还不能公开。

我毕业于诺蒙视觉效果学院(Gnomon School of VFX),但因为持有的是学生签,所以必须要回马其顿,也就是我现在住的地方。去诺蒙之前,高中我几乎没怎么接受正规的艺术培训,基本上对3D一无所知,所以可以说过去三年间我学到了很多。

Starting a project
Before I get into the specifics about female anatomy, we need to take a step back.
The first and most important step to creating any form of art is deciding what it is that you are trying to communicate. I call this decision “ethos”, the spiritual brother of “thesis”. They both serve the same purpose, and that is to answer the same question of “what are you trying to show/say?”. I cannot stress how important it is to ground yourself and give yourself a direction, whether that direction is broad or very specific. It will keep you from becoming indecisive, leading to a lot of redoing and time wasting.

项目开始

在正式开始讲解女性解剖学细节之前,还有一个重点要讲。无论创作哪种形式的艺术,首要步骤都是要确定你想表达的是什么。我管它叫“中心思想”,和“论文论题”算是概念上的近亲。它们的目的都一样,就是要明确你想要展现或表达的是什么。怎么强调这一步的重要性都不为我,它为艺术提供落脚点与方向,无论该方向是宽泛还是具体。有了它,你在创作过程中不至于纠结,能免去大量返工与时间上的浪费。


Tools of communication
So you have an idea of what you want your ethos to be, but what’s the next step? Well first, gathering reference. It’s absolutely imperative to gather reference for real people, photographs are great, 3D scans are even better. Then you want to find elements that support your ethos such as proportion, anatomy, gesture, silhouette, rhythm, shape language, lighting, expression, clothing, and the list goes on and on. It’s important to think of it like an essay, your paragraphs have to support and expand on the thesis, but even if you have a very well written paragraph and does not fit in with your essay, the final result incoherent.

表达工具

想好自己的“中心思想”之后,下一步是什么呢?首先当然就是收集素材。给真人找参考是必不可少的,比如照片,3D扫描就更好。然后需要找一些有助于你“中心思想”的元素,比如比例、解剖结构、姿势、轮廓、节奏、造型语言、打光、表情、服饰等等很多很多。这时候论文思想就很重要,艺术的中心思想有如论文的论题,文段必须是论题的支撑与拓展,如果没能做到这点,那文字写得再好也是文不对题的。

The morphology of the female body
Morphology is a concept that refers to what forms actually appear as, instead of what the underlying structure is. It’s imperative to know the underlying muscles of course, but there is a lot of value in knowing how forms in the body manifest themselves (rhythm and flow) layered with fat, bone and skin. Above are two illustrations to help people understand the directionality that the forms they are creating should flow in, as well as areas where women typically put on weight. I’d also like to point out that one difference between male and female anatomy is that due to higher levels of estrogen, cellulite is much more visible on women, even if they are thin, this is especially true in the upper thigh/buttock area.
Everybody’s body is different, so not all of those fat pads will be affected equally, the same thing with bones, not everybody’s bones protrude at the same intensity, so you should analyze your reference and see what the distribution of each of these characteristics is. Whatever the distribution of fat and muscle tone is, however, will not change the direction of the flow of forms, however, it will affect the rhythm and proximity of those forms.

女性身体形态

形态学概念讲究的是表现出来的形态,而不是底层结构。了解底层肌肉当然重要,但知道身体中的脂肪、骨骼与皮肤各自有什么样的形态(节奏和走向)也很重要。上图有助于理解创建出来的形态应该有什么样的走向,以及女性身体的哪些部位容易囤积脂肪。从解剖学上说,男性和女性的一大不同就在于女性体内雌激素含量更高,从而女性身体的脂肪团会更加明显,再瘦的女性都一样,大腿根和臀部尤其明显。
每个人的体型都不同,所以不是所有的脂肪垫产生的影响都相同。骨头也一样,不是所有人的骨密度都相等。一定要仔细分析找来的参考,观察此类特征的分布情况。但无论脂肪分布和肌张力是什么样的,形态的走向都是不变的,不过形态的节奏和空间关系会受以上两者的影响。

Female Body Types
The female body comes in all sorts of body shapes, however, there are general body type groups that we can acknowledge to make our lives easier. All of these are defined by the relationships between the shoulders+chest, waist and the hips. A thing to keep in mind is that a higher body fat percentage or more muscle mass is going to exaggerate the inherent shapes in these body-types.

女性体型

女性身材各种各样,但采用公认的一般体型组可以让工作轻松一些。这些都是肩与胸、腰和臀围定义的。要记住,如果体脂率或肌肉量升高,各体型的默认形状都会出现极大的改变。


The breasts, chest, and shoulders
When it comes to female-specific anatomy, this is one of the areas that I see people misunderstanding a lot. Two of the most common mistakes I see is people treating the breast tissue and the pecs as a uniform mass, often-times resulting in a strong S curve from the pecs to the breasts, and people seeming to be afraid of giving women pectoral muscles, giving the armpit area a U shape.
Another aspect that I see very much misunderstood is how shoulders on women look. Unless you are creating a woman who works out a lot/has very developed deltoids, you are going to see this bulbous form pop up in the shoulders which are the head of the Humerus bone. A majority of women actually retain a lot of fat in the upper arm area giving them a soft look, while still showing the definition of the bottom of the deltoid. A great example of this is Marilyn Monroe, if you look at her shoulders you will see what I’m talking about.

胸部、胸和肩

这是女性特有的解剖结构中,最常被人们误解的区域之一。我注意到有两个错误最常见,一是把乳腺组织和胸肌混为一体,时常导致胸肌到乳房之间形成明显的S曲线,再就是人们似乎很怕给女性做胸肌,腋下总是做成一个U形。
我还注意到人们对于女性肩膀的误解也不小。除非你建模的对象是一个经常锻炼,三角肌极为发达的女性,否则因为肱骨头部的存在,肩膀根部都是会呈现球根状的。大部分女性上臂都还保留着大量的脂肪,所以看上去是绵软的,同时能看见三角肌底部的形状。一个特别好的例子就是玛丽莲·梦露,如果你好好看看她的肩膀就能明白我的意思。

The hips
Another landmark of the female form is the hips. One of the biggest differences between the biological function of men and women in childbirth, which is why women tend to have wider hips than men. The two anatomical features that affect the shape of the hips is the pelvis, or ilium, flare (the bit of bone that tends to protrude at the hips) and the position of the great trochanter. Even in women with an inverted triangle body-shape, the hips will probably flare out wider than in a typical male pelvis, however, you have to be careful with how you treat the rest of the body to still give it a feminine feel, even if say the woman is muscular.

臀部
女性的另一个标志性身体结构就是臀部。也是男女在生育方面生理功能相差最大的地方,出于分娩的需求,女性的臀部会比男性更宽。影响臀部形状的两个解剖结构特征分别是骨盆或髂骨的扩张(髋部突出的骨头),以及大转子的位置。哪怕是拥有倒三角身材的女性,臀部相较于典型男性骨盆也可能更宽,所以即便你建模的是个肌肉发达的女性,也要谨慎对待身体的其它部位,让模型有女体感。

The knees
Now I know that knees aren’t a unique characteristic of women, however, I find that it’s extremely difficult to find a comprehensive guide on the morphology of knees, instead of simply the underlying anatomy. It’s also more common for women to retain more fat in that area, especially compared to men who are more fit, which is the CG world is the standard male.
The most brilliant description I’ve ever heard of kne。es is mushed cherub faces, which is exactly how I started to approach knees from that point on. Knees are hard to understand because they look quite different when the leg is bent, and more importantly, everybody’s knees look vastly different. Even on the same person, you can find vast asymmetries on a person’s knees, however, I tried to illustrate a guide on how I approach sculpting them, and some insight into knees that pop out more is flatter, or have different fat distributions.

膝盖

我当然知道男性也有膝盖,但是很难找到一个膝盖形态学的详细指南,只有简单的底层解剖结构。女性的膝盖通常有更多的脂肪,尤其是和CG界的标准男体作比较的话。
我听说过的关于膝盖最精辟的描述:这个部位像是小天使的脸。自那以后我就一直按这种方法在做。膝盖之所以难以掌握,是因为它们在曲腿状态下看上去会很不一样,更重要的是每个人的膝盖形状都不同。就算是同一个人的两个膝盖也会有很不对称,不过我会尽量讲明白我是怎么做膝盖的,还有一些要点,比如说如果膝盖更突它就会更平,以及不同的脂肪分布等。

Sculpting the body
“Ok Donna, this is all great information but I don’t really know how to even approach sculpting this…. ? ”
Don’t worry!! If you take a few hours out of every month and do anatomy studies here and there, really trying to understand your reference, the mileage will kick in. But always remember to work smarter, not harder. Don’t try to invent anatomy if you don’t understand it, instead take the time to analyze the forms. However, for those interested in how I sculpted this body from a simple base mesh, I recorded the process, which overall took me about 4 hours and 15 mins. I did however later go back and tweaked some proportions and smaller features.

身体雕刻

也许有人要说“Donna,我知道这些都很有用,但我还是不知要怎么下手制作啊……?”
无需担心!!如果每个月都有花几个小时去认真研究解剖学,真正做到理解参考素材,就一定会有收获。但要记住,方法比一味努力更加重要。如果不懂就去分析形体,千万不要自创结构。如果你对我从简单网格雕刻人体的方法感兴趣,我把过程都录下来了,全程大概4小时15分钟。不过之后确实还微调了部分比例和细微的特征点。

Lighting
If your final product isn’t going to stay inside of ZBrush, it’s a good idea to export it out to the renderer or engine you’ll be finalizing it in. In my case, I’m using Marmoset Toolbag 3 to check and see if all my forms are reading well through the camera and some nice lighting and a simple skin material. Marmoset can handle several million polygons, so I directly exported out my ~5 mil poly body along with a simple block-in for the hair, eyes, and teeth. The texture is a simple polypaint. This way I can see if there are any areas that I should go back to and work on some more.

打光

如果最终作品要从Zbrush里导出的话,最好导入到渲染器或用于最终将其完成的引擎。我的话,用的是Marmoset Toolbag 3来检查相机是否能读取所有形状,预览一些不错的打光和简单的皮肤材质。Marmoset能处理数百万面数,所以我会直接把带有简单头发、眼睛和牙齿的500多万面数的白模导进去。材质就是简单的顶点着色。这么做的好处是我能看到有没有哪里需要进一步修改。


Proportions
Now that you have finished sculpting your body, you might be second guessing if your proportions look good. For the Idealized figure, I went with the proportions outlined in Andrew Loomis’ ideal female proportion chart, however, I wasn’t too thrilled with the result, considering that I wanted to go for a more realistic looking figure. I analyzed like 10 different photos of women of varying proportions and heights, and none of them exceeded the 7.5 head measurement, even very tall supermodels. Likewise, with very short women, the cap off seems to be 6.5 heads (obviously this doesn’t apply to people affected by dwarfism), however I would say the average woman is between 7 and 7.5 heads tall. I ended up liking the Realistic Tall variant the most, which is the one I chose for posing.

比例

到这一步身体就已经雕刻完成了,可能你会开始思考比例关系是否正确。对于理想型的身材,我用过Andrew Loomis制作的“理想女性比例表”中列出的比例,但是结果并不那么好,我想做出看上去更真实的人体。我分析了10张不同比例和身高的女性的照片,没有一个头身比超过7.5,就连高个超模也不例外。一样的,再矮的女性,头身比也不会低于6.5(侏儒症患者自然除外),所以我会说一般女性的头身比都在7到7.5之间。我最后倾向的是Realistic Tall的变体,我会用它来摆姿势。

Posing
For the pose, I chose something fairly simple so I didn’t have to resculpt much since I used the transpose master in ZBrush to do it. A couple of things I kept in mind while posing was making sure the head was on top of the center of gravity, that the line from the crotch to the belly button was straight. All the twisting that happens in the torso tends to happen between the bottom of the sternum and the belly button. The reason this happens is because the belly button is situated right above the pelvic mass, which since it’s kind of like a bowl, can’t deform, and neither can the ribcage (the ribcage only deforms when it’s expanding or contracting as the lungs pump air in and out, however it cannot twist).

姿势

姿势我一般会选择相对简单的,这样可以用ZBrush里面的Transpose Master来做,我就不需要再做更多重雕刻。摆姿势的时候要记住这几件事,一是确保头的位置在重心的正上方,胯部到肚脐是条直线。二是躯干扭转通常只发生在胸骨底部到肚脐之间。这是因为肚脐位于盆腔肌群正上方,而盆腔形似一个碗,是不能变形的,胸腔也不能(胸腔只有在肺部吸气呼气的时候会有对应扩张及收缩,但不会扭曲)。




Adding some basic form of clothing
Considering that many non-art specific social media platforms enforce censorship towards nudity, once your anatomy sculpts start looking a little bit too realistic, some random person can report your post, and sometimes even the algorithms can auto-flag your work and instantly remove it. This is why you might want to consider giving your characters some clothing that won’t cover up all the hard work you put into sculpting their lovely body.
It’s important to note that most underwear has some form of elastic band so that it can adjust to slightly varying sizes, this, of course, leads to pressure on the flesh. It’ll give your character a more believable look if you try to show that depression in the skin, this applies to armbands, stockings, belts, whatever type of clothing that could cause tension on the skin, this doesn’t apply to bones, however, areas with less fat and more muscle will still experience pressure, just not as deep as a more fatty area would.

添加基础衣物

考虑到很多非艺术类的社交平台对裸体的审核力度较高,如果你的模型看上去过于真实,可能会被人举报,甚至有时候你的作品会被算法自动标注,然后被和谐掉。所以要在不至于遮挡你辛苦建模成果的前提下,稍微让角色穿点衣服。
要注意的的一点是,大多数内衣都有调节尺寸用的松紧带,它们会挤压肉体。如果角色皮肤上能有对应的压迫痕迹,看上去就会更真实,臂章、长袜、腰带,以及任何会勒着皮肤的衣物都有这种效果,骨头部分没这效果,但是脂肪较少肌肉更多的部位还是会有勒痕,只是不会那么深。

Conclusion
A lot of these principles apply to both female and male anatomy, however, I think because the majority of the industry right now is composed of men, it’s a little harder to find solid information on how these principles affect the female physique. All of these principles apply to both realistic and stylized work, only that with stylized your decision-making skills have to be even sharper. The simpler the shape language, the more obvious your mistakes will be. It is also important to note that in real life, people’s faces might not match their bodies, or say their feet don’t look like they match their legs, but you are not creating reality, you are designing a narrative. It’s always important to look at the reference, but to build on top of it and make it more interesting, not to be a slave to it. There is much more room for information to be covered, however, time is money and it would take me a lot of time to go over everything in detail, however, I did want to give back to this awesome community that has taught me a lot.
I hope that you guys found this guide helpful and easy to digest! Don’t be afraid to shoot me a message, especially if you’d like to see more tutorials.
结论
很多原理都是男女解剖结构一样适用的,但我觉得目前从业人员主要是男性,这些原理对女性形体的影响之类的详实信息就比较难找。不管是写实还是风格向作品,这些原理全都适用,唯一的不同就是做风格化作品的话,会需要更果断的决策能力。造型语言越简单,如果出错就越明显。要记住,现实生活中人们的脸和身体不一定搭,脚和腿也不一定配,但你做的不是重现真实,而是设计叙事。参考素材当然重要,但应该做到基于素材进行更有趣的发挥,而不是被素材限制。模型能够传递非常多的信息,但是时间宝贵,把所有细节都做好要花太长时间了,不过我确实想过回到这个教会了我很多事情的社区。

希望本文内容理解起来不算来,能对大家有所帮助!欢迎大家给我发消息,尤其是在需要更多指导的时候。


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逆水寒  发表于 2022-7-21 19:56:14  
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