Increasing the believability in Digital Huans.
One of my Final year researches on achieving more convincing results in CG.
Using correct Anatomy and Physiology to increase the Believability in Digital Humans.
As an artist with a diverse background, I am deeply passionate about Computer Graphics (CG) and Science. My interests lie in particular is in the intersection of these two areas and technology offers a bridge to achieving photorealism and pushing boundaries in Film and Games.
The complexity of the human face starts with the skull and the muscles attached to it. Having the skeletal model is the foundation of constructing the shape. Knowing how to analyze the skull, draw it, dissect it allows us to create a solid realistic base. This eliminates the major variables provoking a sense of oddness in the picture.
The first and biggest foundation is identifying the right proportions and use them as a tool to troubleshoot what may appear off in the scene. Even if you have beautifully rendered anatomy, if the proportions are off, the whole image breaks the illusion. Establishing the relations is a mechanical process of simplifying the shape, measuring relations and describing the major shapes using proportions like ⅛, ¼ of the skull. These observed and measured proportions were constantly implemented in my 3D modelling practice. They were extremely helpful in determining fundamental structural mistakes and relations.
I outlined key relations by examining and drawing directly on a photo reference of a real skull. On the right is my work in progress on the skull. The picture illustrates some key mistakes I discovered in my model when I applied the fundamental proportions of the skull.
Doing a lot of sketches and studies on paper helped me improve my observation skills. These 2D fundamentals were applied in my 3D practice and helped me improve.
The same methodology applies to when we analyze the whole body. I used the determined proportions as building blocks for the whole body.
Here is my work in progress in Zbrush on blocking out the body, troubleshooting mistakes with the proportions and modelling the bones.
Once again I started with studies on paper examining the Skeletal model as well as drawing some figures in motion to get a better sense of the deformations in the posture.
Physiology of muscles in addition to the physical attributes of the skin and relationship between skin, muscles and bones.
The underlying anatomy must be studied, considered and implemented in order to accomplish the accurate and convincing appearance. Adding thickness to the face with informed knowledge instead of having inflated surface can drastically increase the believability and sell the work.
As previously mentioned, my work was heavily influenced by a presentation of one of the legends working on Digital humans - Ian Spriggs. His techniques inspired me to dig into Forensic Science. Applying general data about the thickness and various tissues covering the bone structures at specific points, forensic sculptors can reconstruct and bring remains back to life. Aiming for accuracy and realism for my project, I relied on this while constructing my 3D base mesh
I used a male average height approximated to 18 cm for this representation. The Transpose measure tool units were calibrated according to the mesh and divided into sections of 1cm. These were used in the measurement of the separate marker’s thickness.
Having the solid base of the skull, all major muscles overlayed and using the additional help of forensic science gave me a strong foundation in the construction process. I was constantly referring to these elements when I felt something with the portrait was off but I could not identify what is it. These renders support the thesis that using the power of science can eliminate many variables and reduce the uncanniness in constructing believable organic beings.
The final musculoskeletal base model I created in Zbrush.
I created the skin merging the Muscles and adding thickness where there is fat or cartridge. This is just a presentation of what can be achieved quickly and accurately when modelling relying on a stable base.
I had amazing learning outcomes during the research and development of this project. I came to the conclusion that Art can be scientific and by following the logic of biology, physiology can be the key component to being closer to achieving realism.
I implemented my 2D traditional skills into my 3D practice and used Scientific Data as a bridge. I hope this project will be useful for Artists. Comments, suggestions and critiques are more than welcome and appreciated.
Thank you for your time! :)
Comments (1)