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Need Advice on modelling shoulder

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kunglao polycounter lvl 18
i have posted several works on this site in the past,but i have always experienced difficulties on modelling the shoulder i have ben mathis's short on the shoulder and look to others work for pointers,does anyone have any tuts(pic or video) that can help.
It is really dealing with the underarm part and making surev that if animated it deforms ok

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  • JKMakowka
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    JKMakowka polycounter lvl 18
    Doesn't belong on P&P, and a picture illustrating your previous work would help.
  • cholden
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    cholden polycounter lvl 18
    kunglao: mind posting a few examples of your work that are giving you trouble? Maybe someone can pin-point an easy fix for you.
  • SkullboX
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    SkullboX polycounter lvl 18
    Bear in mind most shoulder deformations are due to bad joint placement and bad use of those joints. Shoulders can for example rotate no further than a 90 degree angle with your spine, the rest of the upward rotation pivots around the clavicle. Apart from that experiment with joint placement.

    As far as modeling is concerned, I find modeling the armpit always helps take care of the deformation on the bottom, and since that way the arm properly blends with the pecs and back muscles you'll get even better results. Here's an exmaple, except I can't show you how it works as I messed up the rig. The model wasn't done either, but the shoulders worked as they should.

    triumph_shoulders.jpg
  • kunglao
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    kunglao polycounter lvl 18
    thanx for feedback,sorry i have not replied sooner(had flu)
    I have attached examples of shoulder i am working on it is very much a wip but i am having major difficulties.
    Everytime i settle down to sort this problem i end up giving myself major headache.And it is not just this example all my previous works i encountered major difficulties and although some looked ok i suspect that if they were to be animated(something i have not yet tackled(i am sure the deformations would be quite noticeable.
    I have used other people wires for reference as well as using Atlas of human anatomy book,not to mention countless hours searching web for tuts and vids with little success
    I am going out on a limb here and asking for your help
    please could you send me your model (does not have to be whole model,maybe just area highlighted) which shows a good level of modelling the shoulder/arm area that if animated would look ok via email to paulkelley69@tiscali.co.uk
    In Max format(i use max 7) so i can analyse the workflow and can implement into mine,(dont worry i am not in the habit of stealing other peoples work),failing that if anyone has links for a recent video tut that addresses this i would be grateful.
    Really looking for male physique in high poly,lopoly and lo poly for zbrushing(which i assume is made up of quads,which incidentaly is what i am trying to achieve with this example.
    some feedback i received mentioned i should do i quick rig to see how it would animate,neverv attempted rigging and will give it a go not sure which is easier to do in max bones or physique but first off i really need to concentrate on getting the modelling part correct 1st.
    Once agian thanx for your time and will keep you posted on my progress

    sholuder7uy.jpg
  • SkullboX
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    SkullboX polycounter lvl 18
    [ QUOTE ]
    some feedback i received mentioned i should do i quick rig to see how it would animate,neverv attempted rigging and will give it a go not sure which is easier to do in max bones or physique but first off i really need to concentrate on getting the modelling part correct 1st.

    [/ QUOTE ]

    You can take your modeling a lot further from this ponit without any animation knowledge, but making a quick rig (just a bone for the body and one for the shoulder would suffice) to test will never hurt while you're learning. The biggest problem you have with shoulders so far is that you completely detach them from the body, it should be more like on the following picture:

    polycount_shoulderhelp.jpg

    I mailed you that model in obj format, search for an obj importer for max on google, as that model was done in maya.
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