Archvilell
02-19-2007, 03:31 AM
Hey guys,
I'm working on a gmae with a friend and I'm working on modeling the player model. I'm having some theory issues on the topology flow for his chest/shoulder area. Everyone I know says that I should make the wireframe flow to follow the muscles for the best deformations in animation. I totally agree; I have seen the difference and it's amazing. However, my character will be wearing a winter Carhart coat
http://www.deeregear.com/images/products/ACF2D26.jpg
(found this picture of some random guy through Google images - the coat is what I'm after)
I'm having trouble deciding how the polygons will be laid out if the lapels and collar of the coat are going to be modeled on. Every tutorial I've seen assumes I'm modeling nude people (which is ridiculous, clothed people are much more practical, at least in games), and so they stress following the muscles. Any ideas on how to lay out the polys for the lapels, unzipped edges and collar?
Thanks in advance,
Ben Day
I'm working on a gmae with a friend and I'm working on modeling the player model. I'm having some theory issues on the topology flow for his chest/shoulder area. Everyone I know says that I should make the wireframe flow to follow the muscles for the best deformations in animation. I totally agree; I have seen the difference and it's amazing. However, my character will be wearing a winter Carhart coat
http://www.deeregear.com/images/products/ACF2D26.jpg
(found this picture of some random guy through Google images - the coat is what I'm after)
I'm having trouble deciding how the polygons will be laid out if the lapels and collar of the coat are going to be modeled on. Every tutorial I've seen assumes I'm modeling nude people (which is ridiculous, clothed people are much more practical, at least in games), and so they stress following the muscles. Any ideas on how to lay out the polys for the lapels, unzipped edges and collar?
Thanks in advance,
Ben Day
