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Topology on hips, pelvis and legs. (Need help)

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grey133 null
Hey guys, I am new to this site and generally new to the whole 3d modelling scene, I have been having a great time doing props and low poly characters so far in blender but I swear I am going to lose the will with one thing in particular which is the pelvis area of low poly models. So I have this character that i have designed, he is simple but is a template to use for a game.



He is fully rigged up and generally works well when creating animations but.. and this is a huge but! he gets some major distortion and creasing in his pelvic region as shown below:


Now no matter what i try I honestly cannot seem to make it mold properly when moving bones. Here is my edit mode view to help show off the topology:

So i know that my character is extreme low poly but generally what is the best kind of way to model the pelvic region on a character like this without covering it up. Any help would be greatly appreciated as have been trying to fix for around 6 hours today but keep end up going back to a previous save as i mess around too much. 

Many thanks, James.

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  • grey133
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    grey133 null
    Here is another image showing the creasing
     
  • Eric Chadwick
    Good start. Needs better edge flow to support deformation. Dig down in here for examples
    http://wiki.polycount.com/wiki/Topology

  • grey133
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    grey133 null
    Good start. Needs better edge flow to support deformation. Dig down in here for examples
    http://wiki.polycount.com/wiki/Topology

    Thank you so much for that link, It will defo help me as I didn't really know about this problem until after i designed my little guy. In the topology I don't really understand the standard edge flow for the pelvis could you do some lines of flow for me to show what it kind of should be because the lower poly examples its hard to tell weather they work in animation or not :) 
  • Eric Chadwick
  • grey133
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    grey133 null
    Hey, Cool example but it doesn't really help me to understand low poly workings, I look at models like this and think to myself this will not animate well because of problems I have:


    does it need it need to kind of have a triangle in the pelvis area to have good deformation:

     
    Something like this?
  • RN
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    RN sublime tool
    Hi. Lower your pants in front of a mirror and lift your leg like your character. There is kind of a crease in there, as skin becomes compressed.

    Anyway, when you feel that topology and weight painting aren't enough to get the result you want, the ultimate technique to solve this kind of intersection problem is called "corrective blendshape" (blendshape = shape key in Blender). Searching for this should get you some info.

    https://www.youtube.com/watch?v=vwU6aAi3mtc
    https://www.youtube.com/watch?v=iWvIvoynD9o

    You bind the blendshape strength to some other property such as the rotation of a bone: the more that that bone is rotated, the more the mesh assumes the form of the blendshape (and that form is what you want the mesh to look like when the bone is rotated that way). In Blender this is done with drivers.
    Make sure to try just good topology and weight painting first, as that can be enough in some cases (elbow crease). Corrective blendshapes add another layer of complexity to your rig...
  • grey133
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    grey133 null
    RN said:
    Hi. Lower your pants in front of a mirror and lift your leg like your character. There is kind of a crease in there, as skin becomes compressed.

    Anyway, when you feel that topology and weight painting aren't enough to get the result you want, the ultimate technique to solve this kind of intersection problem is called "corrective blendshape" (blendshape = shape key in Blender). Searching for this should get you some info.

    https://www.youtube.com/watch?v=vwU6aAi3mtc
    https://www.youtube.com/watch?v=iWvIvoynD9o

    You bind the blendshape strength to some other property such as the rotation of a bone: the more that that bone is rotated, the more the mesh assumes the form of the blendshape (and that form is what you want the mesh to look like when the bone is rotated that way). In Blender this is done with drivers.
    Make sure to try just good topology and weight painting first, as that can be enough in some cases (elbow crease). Corrective blendshapes add another layer of complexity to your rig...
    Thank you very much for that information, It may help in the future, seems a little too complicated when I am still going through the normal methods, I just fixed my issue (corrected by creating a longer shirt so it covers the pelvis. it's a temp fix but at least when i redesign him i know that i will have to distribute my polys better next time.
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