I've been browsing through the low poly thread, and I notice with the TF meshes people are putting up that there's not a whole lot of extra loops for deformation, so it's got me confused.
Spacey's test got me even more confused:
First, is there a good reason not to use biped in max for low poly stuff? Aside from having more control, is there a reason to using a custom bone rig?
I notice in his test, he's got mesh and bone joints placed against what I've learned about rigging. He says right away though, he's not great at rigging, but I'm a bit noobish, so I need to ask :P
While I can see a few of his tests deform nicely with the edge looping, but the way the bones are placed would cause complications when creating animations for the character, mainly if I were to rig an arm where the joint were deforming from the elbow, the bones are not straight, so then in animation, it is possible to accidentally break the arm by bending the arm too far backwards (mocap data for example would straighten those bones and break the arm) I also see some issues where rotations would really start to mess with what the skeleton says vs what the mesh will be doing.
Ben Mathis of poopinmymouth fame has 2 loops deforming from the center of the mesh here:
currently I'm more or less following the method in the middle example.
So while I see that works in my own models, I don't get why I'm not seeing it in the meshes people are posting up in the low poly thread like this one:
but other models do have 2 rings at the joints.
So did I miss something here, is there a reason/advantage to people doing this?
Also, I'm aware that if we know ahead of time the range of animation we need, I can model and position things differently to save a few more polys if we know a joint won't bend past a certain point
is this the reasoning behind what I'm seeing?