Hi Polycount this is my ~2000 tri model
Having some issues with character I am modeling, cannot seem to get deformation right. I've made several adjustments to the topology and cannot seem to get my joints or mesh in general to deform the way I want even after multiple attempts at skinning. Is there some best practices I'm missing? I've viewed many posts but they seem to conflict and when put in practice haven't worked for me!
Any feedback would be greatly appreciated
Replies
Looks like you need to soften the bending/flexing parts.
http://wiki.polycount.com/wiki/Animation Just if modeling is a concern still for you below.
http://wiki.polycount.com/wiki/ReTopologyModeling
^Links might help, also don't know your application i gues blender.
More visual examples of lowpoly limb options
http://wiki.polycount.com/wiki/Limb_Topology
See also
http://wiki.polycount.com/wiki/ShoulderTopology
Which has some good links up top, in particular the "shoulders from japan" thread.
http://wiki.polycount.com/wiki/BaseMesh