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DustinBrown
05-03-2006, 03:13 PM
I've modeled a few characters, but I've never posed one for a rendered still. I see stills from guys like Pascal Blanche and Steven Stalburgh and, all other great qualities about their work aside, they always have their characters in wonderful, dynamic poses. I'm just wondering if there's a method that most people use to get their characters in a particular pose. I've given it some thought and these are the ways I figure it's possible to do it:

1) Properly rig it with full articulation. While this is probably the most elegant approach, it requires that you know about or learn all about the fine art of rigging. Not all together a bad idea, but if someone just wanted to focus on modeling and texturing then it might be kind of a bother.

2) Give it a really basic rig that you don't spend much time on, just to pose your character in a very general sense. Then you would have to collapse/bake your character in that position and tweak your geometry where things got stretched or pinched or whatever, as well as do some more subtle posing (fingers, facial expression, etc).

3) Model your character in a standard relaxed position, as if it were going to be rigged, but instead of rigging it, you use basic transforms and modifiers to rotate, bend, and otherwise manipulate your characters body into the correct position. This method would also invariably require A LOT of vertex-level finessing to get things looking right.

4) Model the character in the desired position. The problem I see with this method is that it may, at times, be difficult to get proportions and symmetry correct. Also, this pretty much blows away any chance of rigging this character in the future, should you have the desire.


So my question to folks who have had a good deal of experience with this sort of thing is, what do you recommend?

Thanks,
Dustin Brown

McKertis
05-03-2006, 03:26 PM
Stahlberg way is N2, as he explained in d'artiste book...

EvilArcana
05-03-2006, 03:26 PM
I would imagien the best solution is to give it a proper rig and pose it with that. As for the top artists though I can't speak for them and I would liek to know their approach.

alejandro_m1
05-03-2006, 04:53 PM
I think the second one would be the best, that way you won´t be needing lot of rigging skills but would have a lot of control over your pose and some tweaking later so it looks perfect. Also your skill progresses with this method I´m sure you will learn more about rigging making it easier, having to do less vertex corrections later.

vectro
05-04-2006, 08:27 AM
i FU WANT TO KNOW THE WAY A PRO DOES THESE THINGS U SHOULD ASK THEM FOR YOUR SELF. THE BEST WAY TO DO THIS WOULD BE IN "MEET THE ARTIST SECTION".

DustinBrown
05-04-2006, 10:09 PM
Yeah I guess I just feel a little bad calling someone out specifically, expecting that particular person to take the time to talk to me.

Then again, maybe I worry too much.

Thanks guys!

- Dustin

A.Baroody
05-07-2006, 10:30 PM
door number 2

Xion-Cajou
05-08-2006, 10:58 PM
I think it depends pretty much on the pose...
For the modeling part creating a default pose is best so you have all
possibilities to animate or reuse your model.
For the deformation... if the pose is simple, like a walking or standing
pose, deforming the vertices is most straight forward.
If the pose is very dynamic or very crouched, create a justgoodenough
rig to pose it and clean it up by hand (2).

metamesh
05-10-2006, 09:06 AM
if u don't have to animate the model, then go for the 2nd option, a quick rig-quick pose system, and then fix the crap and that's it, good luck!

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