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Bibliothèques de la Ville de Paris - Recherche. Anatomy 360 Build 1.2 Available now. Click to try the demo We have been hard at work the for the last week trying to incorporate all your feedback into a new demo build.

Anatomy 360 Build 1.2 Available now

We have managed to get about 90% of your suggestions in there. The following is a list of new features. Control System Full Pan, Rotation and Zoom control using only left and right mouse buttons with Key presses (No middle mouse button) Shading Spec and Diffuse slidersTexture on off switchBackground brightness sliderFlat Shaded ModeBlack and white mode Lighting Rim light brightness and angle slidersSpot / Directional light switchAmbient intensity slider Camera Field of view sliderNew control system Other Tone mapping switchVignette switchFloor on and off switch As with the last build we would really appreciate your comments and feedback so if you have time we would love to know your thoughts.

Screen Grabs from build 1.2. // Anatomy for 3D Artists // A comprehensive human anatomy guide for today’s 3D artist, offering fundamental, theoretical, and practical skills for anatomy and proportion.

// Anatomy for 3D Artists //

Anatomy for 3D Artists is an essential teaching guide for sculpting human anatomy. Non-software specific, it is packed with everything that today’s 3D artist needs to know in order to tackle the difficult task of recreating the human form in 3D. Starting with the use of 2D references, and moving on to practical and advanced 3D sculpting – including topology – the book covers every stage in the creation of all kinds of male and female figures. Featuring established artists such as Chris Legaspi and Mario Anger, Anatomy for 3D Artists also includes several master projects for an informative and in-depth overview of the 3D sculpting process of various forms, showing how the archetypal human form can be adapted to fit any character shape! Introduction Drawing an archetypal figure 2D male 2D female 2D reference gallery Advanced topology Retopologizing.

Artistic Anatomy. I personally don't understand why everyone always praises drawing from life.

Artistic Anatomy

It just makes me think they're really old-fashioned or something, as I really don't see any difference between drawing from life and drawing from photos. The mental processes I go through are exactly the same regardless of which one I do. Not trying to sound like a jerk here, I'm just curious if you have a real, practical explanation as to why it's more important to draw from life vs drawing from photos or 3D models. Asketh - egor2k13 I’ve drawn from both photos/3D Models (like Pixellovely and Posemaniacs!) The processes are the same, admittedly. Your model came in today. What I’m trying to illustrate is that you won’t feel that with a photo. Figure & Gesture DrawingFigure & Gesture Drawing. Figure Drawing Pose Search. A Pose is usually a collection of photos of a model in one position.

Figure Drawing Pose Search

For example, a nude model standing in the contrapposto position or the T-pose will be photographed from 24 different angles (once every 15-degrees as the model is rotated). Those 24 art reference photos are collected into one "Pose. " When the project first started, we imagined our customers as sculptors. They would be looking for anatomy reference photos and also traditional male and female nude artist's model photos but they would need to see all around the figure to create a complete sculpture. That's why we do the multiple angles.

It turned out people who draw, sketch, paint, design characters, draw comics, etc., all found that the multiple angles gave them a large amount of freedom to choose which view they like best. Bodies-in-motion » Scott Eaton. BODIES in MOTION PROJECT click for full resolution Welcome to the Bodies in Motion page.

bodies-in-motion » Scott Eaton

This is a small exhibition of photographs from Scott's Bodies in Motion Project. The goal of the project, inspired by 19th century photographer Eadweard Muybridge, is to capture dynamic photography of the human figure in motion, and make it available as a library for artists and designers around the world. Each motion is captured at 10-12 frames-per-second from multiple camera angles giving the artist multiple high-resolution images for inspiration. The project continues to expand with new shoots happening quarterly.