This is the beginning of a long journey towards a Ph.D. thesis. This blog will serve as a timeline, a way to register the research process in the field of Human Anatomical and Anthropometric 3D Digital Sculpting.
Artists often encounter several issues to understand the human anatomy and transpose it into their artworks. There is a lot of information about this subject but it is a hard task to deal with. 3D artists, in general, struggle in this field because they have to sculpt characters in 3 dimentions.
These days, 3D scanners can solve part of the problem and produce very good results scanning complete body details. Usually they become the cheapest solution and the best tool for this job but it doesn't stimulates the artist's creativity and knowledge of human anatomy.
This initial research process tries to uncover the best methodology to sculpt 3D human characters with perfect anatomy. To understand the human anatomy, it is necessary a deep study from the bone to skin. This study will take several years (maximum 3 years) travelling from human dissection in medicine classes to anatomy and anthropometry art classes, and many others. Mainly, this is a journey to the unknown because the path is not defined.
This is the very first post. It is a 3D anatomical study to improve the understanding of the muscles and bones from the human arm. The 3D model was sculpted using ZBrush from a PolySphere Tool. DynaMesh was very importante to create new topology during the sculpting process. The main brushes used were ClayBuildup and Move. Several Transpose operations have been made to achieve the right proportions.
Schider, F. (1957). An atlas of anatomy for artists. United States of America: Dover Publications, Inc.