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>> No.749956 [View]
File: 55 KB, 640x480, 1439581620785.jpg [View same] [iqdb] [saucenao] [google]
749956

>Houdini
>dying
>because people aren't shitposting about it
It's so obvious that you people don't actually do any 3D work and are just /v/ rejects that want to bring your shitty console war mentality to 3D programs. Get out.

>> No.591686 [View]
File: 55 KB, 640x480, 1474681538740.jpg [View same] [iqdb] [saucenao] [google]
591686

>>590447
Since no one else did, I'll hit this up.

So if you're not, adjust these proportions using the transpose master (you're in Z, right?). Don't adjust the proportions of each piece individually. You'll lose sight of the end goal that way, having to stop to adjust multiple parts just because you've fixed one.

Second, delete some meshes. You don't need individual low poly spheres for the breasts. Use the ribcage as a singular form here, especially since its a younger character with a less volume in her chest. Similarly, weld your shoulder... ball and your upper arm together. They are one piece in real life and should be one piece in 3D as well. If you want to keep a loop for the definition in the deltoid do that as well.

Thirdly, pose. POSE. POSE ANON. POSE. There is nothing worse than trying to make an unnatural pose feel like a natural character. Drop the arms a little bit into more of an A pose rather than a T pose. Rotate the legs out from the hip and firmly plant her feet on the ground, also making a wider A. Posing varies in what animators/riggers want, but since this is just you fucking around, go with the more natural A pose.Literally almost everyone else in this thread working on characters has this. Don't learn to model like you're working in the early 90's. You're in Zbrush in 2017. Go nuts.

You don't get proportion feedback until your blocking phase A) looks like something, B) you fix your modelling practices first.

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