*EDIT*
Here's the lp version w/ texture
...still WIPish but almost there.
*Older*
Hey guys. Here's a tinkerer/blacksmith type character I've been working on. The sculpt is a bit sloppy at the moment - few things need to be added or fixed, but hoping to have him engine-ready by the end of the week. Ill post updates as they happen
He started as a speed sculpt, so hes a bit directionless...any features or critique you can lay on me would be awesome.
Any tips on how to achieve the apron/legs transition as a low poly mesh? I sense a rigging nightmare. Is it worth doing the apron and legs separate, or together?
Replies
I lean toward joining the apron to the legs, but it really depends on how much rigging you want to do and what the limitations of the engine are and what you plan to have him do.
If he's just standing there emoting and tinkering or just posed it really doesn't matter, whatever is easiest to work with for you. But if he is more active and you want it to behave a bit more like an apron then I guess you can keep it separate, but the rigging becomes more complex the more you want it to do.
Even combined you might want a few bones in the center to help it deform, or you could just weight it between the two legs, pelvis and spine, that is pretty common but can get fugly, distorted and not behave realistically.
There are a few ways I can think to do it separately but its all a lot more complex than just combining it but that really depends on what you plan to do with the model.
You could also apply some dirt on his face and hands. Plus he really needs a hammer to sell his craft further.