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kelgy
04-23-2007, 08:07 PM
I want to do a model of a character wearing futurish armor. Its going to be a stunt double for a film project. The elbows, knees, shoulders etc where the armor pieces stop would be some sort of flexible chainmail type texture.

So do i sculpt the armor pieces separately and texture them--then parent or combine them over the undersuit figure model....

Or do I sculpt the whole figure armor and chainmail together? then rig and paint the weights to get the hard-soft contrast.

What's better for animation purposes?
Thanks

schiz0
04-29-2007, 06:22 AM
I'm by no means an expert but imo it depends on the types of shots its going to be used in. Anytime you do the all in one model thing when trying to overlap inorganic on an organic theres going to be stretching of parts, cant really get around it unless you want the limbs underneath to look stiff as well.
However you can minimize it. So if you're doing a majority of long shots where theres going to be alot of movement (and thus motion blur) you can do the all in one and get away with it with few knowing otherwise, but it wont stand up to a close shot, especially if its smooth movement with no blur.
Otherwise i'd say the extra object method is better, especially for differing angles and such. You dont have to go nuts on the geo under the armor anyways, just enough to stay true to the character, but you get the benifit of having the seperate hardness under full control instead of pushing it and hoping it comes out ok.

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04-29-2007, 06:22 AM
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