But why would you think it all has to be that complex? The cartoon example is great. Cartoon characters have a sense of weight and balance ... yet I dont think any cartoon animator or inbetweener wastes time drawing accurate skeleton structures, muscle overlays, nervous systems or skin layers.
I defined the teeth a bit more, trying to keep Papyrus from Undertale in mind because I want Ivern to seem like a friendly, happy skeleton. I also decided to add a few spirals to his elbows and feet. Let me know what you guys think!
http://www.zackpetroc.com/skeleton-and-muscles-lecture/ http://www.zackpetroc.com/skull-and-muscles-of-the-face-lecture/ I sculpted along the videos with the same approach. It's the best thing i found to learn muscle origin and insertion. I'd still want to start from there instead of jumping straight into Scott Eaton's…
If you want to understand the squirrely anatomy better, you could hunt down a squirrel skeleton, I'm sure there'll be a handy photo on the net somewhere. Heres a nice clear one. Its on Geocities so I probably can't link it directly. http://www.geocities.com/abeisaw/BonePics/SkeletonExplorer.html
Her pelvis and his rib cage for example Below you can find big shape of skeleton system .I suggest you learn those and how to block them in any position , if you do that you will have much easier time with complex poses
Is that the Pro version? looks like you have shadows? Regardless, I really like the shading and lighting on those guys. Oh and just wondering, you had to stick to some pretty low bone limits, right? Since the skeleton doesn't have feet bones.
I assume these are characters with five different sets of armor each? I think you'd model the armor as separate from the characters, and add a physique/skin modifier to the skeleton when the time comes. This depends on the needs of your game engine. Are you planning to use biped?
SO this is going into UT200X, yeah? SOmething that would a nice touch is if you were to make the skeleton model for when she's been toasted with the link gun (or whichever weapon it is that burns off all the flesh.. has been a while since I've played), look like this:
Using the actorx plugin it is pretty painless. To make things even easier Wharghoul wrote a great script that I link to on my tutorial. http://jeffparrott.com/mayaut2k4_01.html Whargoul's script adjusts the Y Z planes and has every skeleton in there as well. Hope it helps.
if I've had to make changes, I usually unbind the skin, make the changes, rebind the skeleton, import the old model and copy skin weights, then delete out the imported mesh. Copy skin weights seems to do a decent job if the mesh is exactly the same shape