Basically I've been working on this character for longer than my self esteem will allow me to admit and the shoulders are really screwing up my progression here. I been editing the envelopes to get the vertex weights just right for each bone, but I bend it either which way and it always comes out really screwed up. Below is a picture of my current shoulder topology and I'm wondering if it isn't done correctly, if my topology is a bit too-simple, or what. People have got better results with less than what I'm working with now so I just really need some guidance here.
The idea is that the character is wearing a
chest piece, and admittedly that is where a lot of the confusion is coming from. I can provided a file if need be but just wanted to show these images first. Any advice would be helpful.
Replies
The chest piece is not meant to be totally rigid, right? Like it's leather?
Couple things off top of my head :
1. add some more loops. A couple dozen more triangles is inconsequential. If shoulder piece is getting most weight from spine bones and arm get's from shoulder joint, then an extra loop or two should be enough for good deformation.
2. If chest piece is meant to be rigid, disconnect vertices at border, making arm separate piece. Not really necessary but can make things a bit simpler.
3. Test with your animations in engine. Lot of time something you think is a big problem when you got your nose pressed up to the thing actually isn't when you view it in larger context.
The chest piece is suppose to be a cloth material that is somewhat heavy but not as stiff as leather. Here is one example of the bad deformation.
And thank you for the feedback. I am definitely going to add some more vertices and look at it from a further angle and assigning it some new topology. The hard thing is not having a 3D reference is this topology to use.
http://wiki.polycount.com/wiki/ShoulderTopology
I tried to use the top one since it kind of fit with the shape of the chest piece, but that didn't really work out too well. I'm going to try a different one but the main issue is that it's hard to accurately duplicate what I'm seeing in a 2D image on a 3D object from the different angles. And I can't seem to find any 3D reference to use for shoulder topology no matter how hard I look.