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dehydrated
09-19-2006, 09:41 AM
Hi! First post...
For quite some time have been drooling over pretty works posted by other people here... So I've decided to try modelling myself.
So, my modeling is more or less complete and I am going to try to do the unwrapping stuff and then rigging... Before actually unwrapping anything I thought, that maybe, since this is my first model, I will have to adjust and/or remodel areas of joints, so that they would bend in a nice way when rigged. I believe I won't have too difficult problems with the elbows or knees, but I'm not that confident about the shoulder area...
Here's a picture of it:
http://www.krot.lv/shoulders.jpg
So... Will these shoulders bend nicely when rigged???
Thanks in advance,
Sascha

Vladislav-Ivanov
09-19-2006, 05:25 PM
The shoulders will not look nice. I can tell that even without asking about the polly budget or what type of a game you are going to use that char in (by that I mean how close you'd be able to your char.)

You gonna have to play with envelops and eventually with advanced physique(vertex weights).
Mostly for each loop you would need to correct them.

Also before you go unwrapping it , I'd really suggest you to double polygons on the shoulders.
You see that top edge on it ,select all the way around the shoulder and chamfer it at least.

Btw whatever I said would only make sense if you use Max.

Good luck
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www.vladislav-ivanov.com (http://www.vladislav-ivanov.com)

pruvaloo
09-19-2006, 05:32 PM
Hi dehydrated :)

One of the things to watch out for is the inside part of the arm intersecting with the body when the arms are placed down by the person's side, I've highlighted the area below:

http://img216.imageshack.us/img216/6398/armzn3.jpg

To solve this, you can make a slightly concave area, ie actually model in an arm pit, ala:

http://img232.imageshack.us/img232/5503/arm2gn1.jpg

To be honest, what I do is quickly throw in a biped and physique modifier (I work with 3ds max). It only takes literally a minute, no need to rig the whole mesh, and no need to make sure that each vertex is perfectly rigged to the correct bone, all you need is a quick idea as to how its gonna look.

Like I say, do this for the shoulders, elbows and knees, won't take 10 minutes and then you will be in a much better position to decide if any chances are needed. Would be murder to unwrap the whole thing, only to discover that you need to change the geometry...

dehydrated
09-19-2006, 09:27 PM
pruvaloo
Thanks for the advice! I'm a max-user as well. So I'll try it with the biped, and then see which areas need refinement... As for the knees and elbows - I watched this .gif animation on Ben Mathis' site about limb deformation and tried to repeat his technique... Though, I did watch his image regarding "shoulders for rigging" and it didn't help me much... Probably, the lack of experience prevented me from understanding it fully...

Vladislav-Ivanov
Off-topic: Sprechen sie russisch? )
Why do you ask about my polycount? Does the polyflow look that bad? At this time, the whole model with legs, boots and head weights only 5550...
Anyway, I probably should, and I probably will, optimize her... Just noticed, that her hand weights 622 triangles. Something tells me, that that's a tad too much...
http://www.krot.lv/cgtalk2.jpg

Vladislav-Ivanov
09-20-2006, 09:10 AM
Off-topic: Sprechen sie russisch? )
Ja-ja, sprechen.

Why do you ask about my polycount?
Wasn't asking.

Does the polyflow look that bad? At this time, the whole model with legs, boots and head weights only 5550...
Anyway, I probably should, and I probably will, optimize her... Just noticed, that her hand weights 622 triangles. Something tells me, that that's a tad too much..

Your polyflow looks good keep it , mind that some parts you can always delete or simply dont do ,depends on the animation you are going to make (example: dont texture the breast if you are not gonna animate her naked etc)

Good luck

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www.vladislav-ivanov.com (http://www.vladislav-ivanov.com/)

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