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Is it possible to rig with this topology?

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Hello there, first post here. 
So I finally wrapped my head around zBrush and made my first finished model in combination with Blender. 




This will be a character for a game I'm working on so I need to rig it. I don't have too much experience and I'm kind of confused about the use of T-Poses. Especially when it comes to the arm and hand region.  I modeled my character to have the arm in 45 degrees, the elbow normals pointing backwards and the hand being horizontally (see picture)

I'm actually working on the rig and having difficulties when twisting the hand. Is this topology (which probably uses way to much faces) any good for rigging or am I just bad at Weight Painting? :neutral:

Would love to hear some feedback!

EDIT: I think I'm just bad at weight painting. 
EDIT2: Yeah, okay my problem was Weight Painting. This can be closed, I guess?

Replies

  • Larry
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    Larry interpolator
    Well to be honest you have to find out the topology through google search. Dont scrap your model, try to retopologize it above your current model. In general you have to learn about anatomy to understand where the muscles bend and build loops in these places, something like this http://i26.tinypic.com/4g69mg.jpg, if you want your character to behave better when animating. Also, i believe that your tricount is a bit too much to rig, especially with this topology.


  • CheeseOnToast
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    CheeseOnToast greentooth
    Your hand twist issues probably come from doing the twist at the wrist itself, rather than in the forearm. Create a bone somewhere in the forearm that you'll use only for twisting the hand. The bone in the wrist is used mostly for flexing or extending the hand. You can set the wrist bone to drive the forearm bone automatically, so you can animate any hand motions more easily.
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