Author : disting


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Old (#1)
ive been having some issues with this character. due to poor modeling and or rigging skills, i can quite get this characters shoulders to deform 100% correctly.

anybody have some good techniques for modeling/rigging the shoulder area in polys?

i have a screen to help demonstrate my point, any tips? [image]http://[/image]
Offline , spline, 169 Posts, Join Date Feb 2005,  
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Slipstream's Avatar
Old (#2)
Well. From a topology standpoint it looks like you might need more edge loops. It'd help if you could also post a picture of the unrigged model.
You're also weighting the vertices of the shoulder at 100%; your results would be better if you split the weight fairly evenly over the area where the bones meet.

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Offline , polygon, 547 Posts, Join Date Nov 2004, Location Georgia  
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Old (#3)
so basically more edge loops. i was afraid of that, ill lop off the arms and remodel the joint area, then retexture.

trial and error so far.

thx
Offline , spline, 169 Posts, Join Date Feb 2005,  
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JKMakowka's Avatar
Old (#4)
In what pose did you originally model? Arms completely down?
If so, then lifting them 90° will cause quite a bit of deforming, no matter what.
A 45° original pose is a lot better for most purposes.

Oh and probably even more important, it doesn't look like you are using weighted vertex skinning... is that a limit of the engine you are aiming for?
Offline , dedicated polycounter, 1,834 Posts, Join Date Oct 2004, Location Germany Send a message via ICQ to JKMakowka  
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Eric Chadwick's Avatar
Old (#5)
Poopinmymouth has a handy image...
http://www.poopinmymouth.com/process...der_deform.jpg
Offline , Polycount.com Editor, 6,667 Posts, Join Date Oct 2004, Location Boston USA  
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