Hey, thanks for the crit. To be honest, I may have this completely wrong and people who are better at anatomy feel free to correct me, but I think this angle that the forearm comes off the elbow when the elbow is pointed posterior and the palms are facing inward is actually correct.
Anyways, I used this 3d scan as one of my references, I think it illustrates this better than I'm explaining it:
Anyways, like I said, could be wrong, and if I am people please correct me because I want to get it right.
I see where you're coming from. It's just a bit TOO pronounced. From a rigging perspective, think of the arm as a triangle, if you draw a line from the point of each triangle onwards, those points feel, at least to me, like they would meet maybe a foot or so behind her back. Put your arms at your sides in a similar but relaxed pose and think about where your elbows point. If they would meet behind you I think it would at least be further behind you.
It's also combined with her hands, if they were palm forward a bit more it might be less annoying to me, heh.
ysalex, i think that scan is of someone with a 'condition', I say that as I have a friend that has that. It's worked on your model as it looks like stylisation and everything else about your model is nicely produced. An animator would probably give you some dark looks with that bend.
I don't know man, I've checked a couple other places, including myself, and that seems to be fairly standard anatomy. If this is a 'condition', then my own arm is a bit worse than the 3d scan.
I also checked my anatomy books, and it's about the same angle. One thing that might be throwing people off is that the wrist is bent with the palm towards the thighs, where'as a lot of anatomy books have palms facing forward. I chose to do it that way because palm facing inward to the body is the 'halfway' twisting motion of the wrist. When palms are facing forward and elbows are facing back, the wrist only has one direction of rotation left to it.
Anyways, I could be completely wrong though when it comes to how you should prepare a character for being rigged, and I imagine I would get dirty looks from people if I tried this one, but she's not in t-pose yet, so I wouldn't hand it in like that anyways.
All of that said, I took some pictures of myself and my anatomy books comparing poses and angles. I'll put them in my thread, and maybe if anyone wants to continue this discussion we can keep the WAYWO thread clean and have it there.
Thanks to everyone with the compliments and the crits, 'specially you, Taylor. I don't mind being wrong, I just want to eventually get it right.
Still working on the specular of this guy. Wanted to try marmoset for this model but the head has a separate texture and I had to use material id's and I could not find a way to import material id's in marmoset so I will export this to cryengine when I make a bit more progress.
tons of mistakes, chances are if you can see it its probably bothered me for months but im just at the pinnacle of no longer giving a shit about this character.
I might take some bigger/closer pics this weekend.
@Jfletcher : Super awesome Huntress. One of the best thing i've ever seen in here. Yes, post some bigger shot please, would love to look at all the detail.
Anyway, update on my Hayley Williams. I think i've had enough with her face and shirt for now, will focus on other things later.
And here's a test bake from another character i've been working on
Lots of really cool stuff here everyone! I've been messing with a character, trying to learn more about zbrush in the process, right now I'm mostly looking for crits on the anatomy before I go blocking in the clothes.
Josh that's awesome, love the style of league and he follows right into that.
Stringer, I like 1, 10, 14 & 18, but it was hard. They all have great qualities.
_________
Tossed the head into marmoset and did a couple test bakes. I'm not sure I want to go with marmoset for this. I think I might want to use something new, since I am rarely ever happy with unity for straight portfolio shots, and characters rendered in marmoset always look good, but have a similar quality that they all share.
Here's a rifle concept that I'm working on. I started by knocking out a simple 3D-mock to use as a foundation for painting.
Still a lot of work left to do - a first-person view for instance!
The glass orb scope will later have some sort of holographic scope-interface when you look through it, and I've invented a kind of "smart fluid" - a light-bending nanobot-liquid - to make it work.
It will be an energy-based weapon, but I feel that I fail to get that across on the first(or second, or even third) read right now.
I have an idea for the projectile it fires, but I have yet to implement it.
That looks really good Ysalex, youve been improving like crazy!
Wow, the fact that this is my first post in the 2013 thread makes me a bit sad
I've recently finished up my tutorial for 3DMotive
This is the character I created for my four part Complete Character Course: Demon Girl. http://tinyurl.com/3dmDemon
Its based off of Yolandi Visser from Die Antwoord.
Replies
I see where you're coming from. It's just a bit TOO pronounced. From a rigging perspective, think of the arm as a triangle, if you draw a line from the point of each triangle onwards, those points feel, at least to me, like they would meet maybe a foot or so behind her back. Put your arms at your sides in a similar but relaxed pose and think about where your elbows point. If they would meet behind you I think it would at least be further behind you.
It's also combined with her hands, if they were palm forward a bit more it might be less annoying to me, heh.
Pose Wip of Filia, maybe I'll be able to finish tomorrow
I don't know man, I've checked a couple other places, including myself, and that seems to be fairly standard anatomy. If this is a 'condition', then my own arm is a bit worse than the 3d scan.
I also checked my anatomy books, and it's about the same angle. One thing that might be throwing people off is that the wrist is bent with the palm towards the thighs, where'as a lot of anatomy books have palms facing forward. I chose to do it that way because palm facing inward to the body is the 'halfway' twisting motion of the wrist. When palms are facing forward and elbows are facing back, the wrist only has one direction of rotation left to it.
Anyways, I could be completely wrong though when it comes to how you should prepare a character for being rigged, and I imagine I would get dirty looks from people if I tried this one, but she's not in t-pose yet, so I wouldn't hand it in like that anyways.
All of that said, I took some pictures of myself and my anatomy books comparing poses and angles. I'll put them in my thread, and maybe if anyone wants to continue this discussion we can keep the WAYWO thread clean and have it there.
Thanks to everyone with the compliments and the crits, 'specially you, Taylor. I don't mind being wrong, I just want to eventually get it right.
Thread:
http://www.polycount.com/forum/showthread.php?t=104566&page=2
Quick test for a small scene, wanted to see what I could mock up without zbrush:
Here is a spin too!
I need to fix the animation, it was just a rough block in to get it looking right!
and the animation!
http://s158.beta.photobucket.com/user/ddexter2/media/Hatch_zps98c3e753.gif.html
Suprised nobody commented on this, pretty awesome BlvdNights!
This is awesome, I love it, great job JFletcher.
Thread over here: http://www.polycount.com/forum/showthread.php?t=116020&page=2
@Aran Anderson, you might want to remove all those post processing effects from your marmoset renders, makes it harder to focus on the model.
Anyway, update on my Hayley Williams. I think i've had enough with her face and shirt for now, will focus on other things later.
And here's a test bake from another character i've been working on
(View in 3D)
http://www.polycount.com/forum/showthread.php?t=116638
Cheers!
Also, did you stream this session?
+1hr polypaint
Here's a WIP of a project I'm doing for my demo, let me know what you think about it!
A paint-over of the direction I'm taking this:
tried to do something again, out came a dead space stormtrooper helmet mix type thingy
heres a "render complete" style paintover :P
awesome work josh.
dont forget to ward baron!
yes.
Here's some ship ideas. Let me know if you have a fav.
More info here: http://forum.unity3d.com/threads/171520-Project-Bert-Retired-secret-agent-back-in-action-in-2D-pixel-steath-game...-Kind-of
Stringer, I like 1, 10, 14 & 18, but it was hard. They all have great qualities.
_________
Tossed the head into marmoset and did a couple test bakes. I'm not sure I want to go with marmoset for this. I think I might want to use something new, since I am rarely ever happy with unity for straight portfolio shots, and characters rendered in marmoset always look good, but have a similar quality that they all share.
Considering UDK or cryengine. Anyone?
WIP texture.
Here's a rifle concept that I'm working on. I started by knocking out a simple 3D-mock to use as a foundation for painting.
Still a lot of work left to do - a first-person view for instance!
The glass orb scope will later have some sort of holographic scope-interface when you look through it, and I've invented a kind of "smart fluid" - a light-bending nanobot-liquid - to make it work.
It will be an energy-based weapon, but I feel that I fail to get that across on the first(or second, or even third) read right now.
I have an idea for the projectile it fires, but I have yet to implement it.
Take care out there!
And here's a short gif of the process so far:
Wow, the fact that this is my first post in the 2013 thread makes me a bit sad
I've recently finished up my tutorial for 3DMotive
This is the character I created for my four part Complete Character Course: Demon Girl.
http://tinyurl.com/3dmDemon
Its based off of Yolandi Visser from Die Antwoord.
http://cghub.com/images/view/442235/
http://cghub.com/images/view/442237/
http://cghub.com/images/view/442239/
Thoughts encouraged, Thanks!