View Full Version : Best way to model joints?
12-22-2004, 11:58 AM
I would like to know the best way to model deltoids, elbows, and knees to deform well when animated. Mainly to be used for models of upto 4000 polygons.
If anyone could post some examples of the best way to model elbows, knees, and deltoids I would be very appreciative.
12-22-2004, 04:23 PM
Steven Stahlberg has some wires here, along with an example of the knee deformation.
... but he's using advanced deformation techniques that are not available with most game engines. AND, he's using the model as a subdivision base, not on its own.
However, I'm sure someone else will come up with some better examples, especially of game-model topology.
12-22-2004, 04:25 PM
Study Bobo's models. The man knows what he's doing.
Bobo the seal (http://www.bobotheseal.com/)
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