The stifness is mostly coming from the pose. You're not accentuating the contrapposto of the pose. Exaggerate the angle differences between the hips and arms. Right elbow is not deforming properly as well and the right hand feels like it's floating on the thigh instead of pushing into it. Shaders need help, especially with…
Just use a Float Script on the Y and Z of the limb. (Assuming X is the direction to the next bone. originalUpperArmLength / (distance UpperArm ForeArm) You can leave inherit scale on for the ForeArm so that you don't need to use more FloatScripts on there. But turn it off for the hands and/or fingers.
i still thinking wnat to continue or not lol... no idea for back slot XDDD thinking want to use thunder god from japan, but that thing, the floating pan cakes is very common concept, and One piece got a character used that and now everyone know that thing....
The name changes depending on which software you use Max: chamfer Maya: bevel The Important thing to remember with hard surface modeling is to make sure your edges are soft enough so they bake cleanly. This is a good reference that floats around from time to time
Really good model!! To address the floating parts issue. I would not be to critical about it. Those can be connected in many ways underneath, especially collar/neck armor can be just snapped with some kind of hooks or straps on the other side. Looking forward for more :)
Dude this is really cool. I always wanted to do something like this. Something is off with the gun pick ups though, maybe it is the outline or maybe it just feels like they should be floating 2d sprites? I'm not sure. Looks really awesome so far though.
Update: Here are 3 of my newest renders with added detail and the use of floating geo. Please let me know if there is anything I could do better! Please excuse the scope, I didn't have turbosmooth turned on when I exported my mesh.
I think what'd really help is to make a ground plane under the cart and rug. It could just be a dirt texture with a circular alpha gradient or somesuch, but it would help prevent the floating feeling. The concept artist got away by painting in the shadows of the handles, etc on the background.
Hey! Some clean up on the helmet! Hopefully I'll have the high poly done before this weekend :) Still trying to figure out the best way to do the detail pipes on the side. At the moment, they are floating geo Insert Meshes but I don't think that will bake well.
Hi there, Thanks for all the answers! I will try not welding them and see how the animation will turn out. I fear that the branch will "float" through the geometry whenever it is moved, but maybe that is something I can fix by skinning, too. I'm not much of an expert when it comes to that. :)