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ArjunM
08-07-2009, 05:42 PM
Is there a specific method for skinning a low-poly character? I have tried it on some characters I have modelled, and faced problems, particularly with skinning the face and fingers, as well as getting the proper muscle deformation.
The fingers often bend like rubber bands, or intersect within themselves.
I tried to turn the character's arms up, and the arms suddenly appear very thin.
I haven't yet mastered the technique of obtaining proper muscle deformations for the arms, and preparing the right bone setup for the face is a tough task.
The chest and back tend to get puffy each time I bend the spine.
I don't know whether to attach all the accessories and clothes, or keep them separately and apply the same bone setup.
Some experts say that the lack of subdivisions/segments (often no more than 4500) may cause problems while skinning. The character I have is similar to the Street Cop from this (http://en.9jcg.com/comm_pages/blog_content-art-180.htm) tutorial.

skealeye
08-10-2009, 08:13 PM
can u post wireframes of your model ? It would be easier to help you.....

ArjunM
08-14-2009, 01:19 PM
Here's a wireframe of the model, from one angle. There are several separate objects in this scene. The whole scene consists of 3308 quads. I haven't yet textured the model.
http://img10.imageshack.us/img10/93/brickscreen.jpg
While modelling this character, I used Japhir's Black Panther model (threads on gamingartist.com, polycount.net) as a reference.

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08-14-2009, 01:19 PM
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