rotation axis
not an update this time just want to confirm the axis again.
sorry for my innocence
when talking about axis, i usually get confused with it
last update because i am very tired. so did not mention
hand
it is not touching the ankle at the moment because i want to confirm the bending is correct before because the finger is inside the ankle before. so i just pull the hand out casually. but there is rotation at the wrist to align with the ankle . not totally straight.
fingers
problems
i am not sure i mentioned the problem before. there is no bone/biped for rigging. but it is fine as long as there is no fingers rotation before. now when i need to do it,i need to select the polygon manually every time for each fingers when i need to rotate them. the polygon is close together and i need to do such a selection process which may spend more than half an hour for a single finger. every change i need to reselect it . so u know how “FXCK” it is .
try 1 :3dsmax —biped
i tired to make it in 3ds max but it is too difficult to add them at the middle/end of the pose .it is because u can’t adjust the correct position/ size of the bone that is associated wiht the corresponding parts of the body. eg the arm of the bone is not inside the arm of the polygon .
try 2 : zbrush— zsphere
i used a tool in zbrush called zsphere before. want to add a rig . i do some test when i tried to learn it . but i totally don’t know what it is going on.when i rotate the leg 90 degree from stand pose to a sit pose(x-rotate). the foot rotate to an unpredictable direction(z-rotate).i mean the foot also rotate at x direction because it is stick with its mother joint. but it add another z-rotate . the foot point downward to the floor. i really don’t don’t how people use zsphere for modelling or rigging in such an amazing fast speed.
solution :zbruhs polygroup
now i use polygroup, which sounds simple and i should think about it long time ago.
polygroup is just actually group the polygon either by UV , or u select them manually to form a group of selection .so when u press a polygroup u select, the others that is not the same group will disappear, or vice versa. so i use them to make different polygroup for all fingers . so i don’t need to reselect them all the time. and only need to do it once.
but polygroup can’t be exported to an external file(u can use a UV to store it , but it is inconvenient to cut the UV for polygroup while u can’t us the same UV for rendering) , it is easily be destroyed if i import another lv1 model to zbrush for UV edit or whatver purpose.all of them will disappear.
sorry for my long story . did not think i can write such a long essay for this single problem
hand texture
the hand i like the texture i made. may be the only part that i satisfied myself without much your help . it is far better than the toes because original source is better . the fingers are not packed so tightly like the toes in a photo. so i can use them easier.
but when u talk about the bump. i think i need to do some investigation again. actually there is bump. i use normal bump which is smoother. but the bump is subtle. beucase the overall skin won’t get so many details for a young lady. the crease at heel, fingers joint, i may need to fix them. but i think it is not an easy task because the overall multipler for bump texture is low in 3ds max . like me think about it how to fix it
thanks for your suggestions and patience
happy sunday
cu later