
Introductory video containing the introduction of the invited instructor Oscar Garcia. 3D character developer for films, short films, video games and high level advertising videos.
First class about model creation and scale
The instructor will explain the use of ideal proportions for the development of the human body with an artistic approach.
Importing and use of tool as help or visual reference for the development of the human anatomy. The loaded tool will be used on all the sessions of the course.
If you don´t find tha character reference, you can download it right here.
The file is a .ztl (ZTooL), Load this file through: Tool/ Load / Select and load the file "Ryan_Kingslien_Anatomy_Model.ztl"
Use of masks. Direct links for the mask tool. Types of masks. Importance of the masks usage.
How polygrous work and simple operations for digital sculpting by hiding and selecting polygroups.
Start of the exercise of sculpting using a predisigned model from the software. Revision of the chest muscles and their shape.
Management of the reference tool of the software for support on the muscular groups of the body.
Second session for the pectorals. Modeling of the group of fibers that make up the pectoral
Deltoid modeling session. Relationship of muscle to clavicle bone.
Continuation of the deltoid session. Work on the upper torso.
First session of the trapezius. Complementary work on the upper torso. Review of the shape of the trapezius and the parts in which it is divided.
Second session of sculpture of the trapezius. How the fibers are fixed to the bone of the scapula.
Final part of the work on the trapezius.
Group of four small muscles located on the back that are located in the superior part between the deltoids, the trapezius and the Latissimus dorsi
First session of one of the largest and most important muscles of the back. Points of reference for the contouring of the latissimus dorsi.
Second session for the Latissimus dorsi. Generation of volume on the dorsal.
Sculpting of the Latissimus dorsi located on the lumbar part of the back.
First session for the Serratus. Complex bodybuilding since it is entwined with another group of muscles. Work on the top at the height of the pectorals.
Second session for the Serratus. Definition of the rib cage as a guide for the muscles that will be covered in the session.
Third session for the Serratus. Guides for the work of the serratus major.
Fourth and final session for the Serratus. Marking the muscles to finally connect them with the abs.
Final part of the torso - work of the abdominal muscles. Abdominal segments.
Finalizing the muscles to bring them closer to a much more realistic shape. Smoothing muscles to make them look more natural.
Continued refining of the torso.
Third session of refining the torso. Minor corrections to the neck area.
Fourth session of refining the torso. Adjustment of volumes and decrease of definition
First session for the sculpting of the arm. Basic guide for understanding the structure of the muscles that are on the arm.
Second arm session. We continue with the basic guides for the sculpting of the arm muscles. Superior part of the arm.
Third arm session. Lower arm - forearm and final review of arm muscles.
Fourth arm session. Extensor digitorum
Fifth arm session. Refining and adjustment of the final details of the arm. Generation of muscles close to the wrist.
First session - introduction to leg modeling. Bone reference check for muscle building guide.
Second session - vast external work and vast internal work.
Third session - definition of the muscles of the buttocks and upper part of the leg.
Fourth session - generation of guides for work on the back of the leg.
Fifth session - calf work. Guidelines for working the lower leg.
Sixth session - work on soleus and gastrocnemius
Last session of the sculpting of the leg. Finishing touches of the leg.
Conclusions of the course. Invitation to continue with the next modules of Human Anatomy: Head part II. Instructor Farewell Oscar Garcia Co-founder and member of CG Makers Team.
Are you a student, professional or amateur and wish to become a digital artist? want to develop skills for the creation of 3d characters in the movies industry, Digital Animation and Videogames ?. If your answer is yes, this course is for you!
You will learn how to customize the interface to facilitate your workflow with characters, you will use a set of tools that will allow you controled work on the shapes.
You will apply advanced techniques to optimize your time and your workflow.
In each block of muscles I will explain how to generate the shape of each one of them, and how they are connected through tendons to the bones respectively.
Through 39 classes you will learn everything you need to model an anatomically correct character, you will learn muscle by muscle with its name in english and recommendations to apply this knowledge to your future projects.
The course contains the following topics:
Norms
Masks
Polygroups
Pectorals
Deltoid
Trapezius
Teres and infraspinatus
Dorsal
Serratus
Abs
Torso
Arms
Legs
This knowledge will be part of your tools as a professional, will represent a differentiator against those who ignore the contribution that anatomy makes to a job, creating quality characters, no matter if it is realistic, cartoon, manga or whatever style you choose.
What are you waiting for?, sign up now!