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>> No.937526 [View]
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937526

Hi

>> No.925843 [View]
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925843

>>925842
Pretty sweet, not like i'd do any better. If you want to pose him, like kneeling down or aiming the gun it may be beneficial to modify the geometry near joints a bit.

>> No.741892 [View]
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741892

>>739423

>> No.675057 [View]
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675057

>>675054

>> No.634873 [View]
File: 44 KB, 725x503, Deformation.gif [View same] [iqdb] [saucenao] [google]
634873

>>634869
An attempt to do joint topology, I assume

>> No.603401 [View]
File: 44 KB, 725x503, 1493151628840.gif [View same] [iqdb] [saucenao] [google]
603401

>>603396
I hope that image helps

>>603383
So do you think keeping every strand separate is a better approach?

>> No.596034 [View]
File: 44 KB, 725x503, 1493151628840.gif [View same] [iqdb] [saucenao] [google]
596034

>>596031
Try following this image to set up your topology properly around places that'll deform. Also, I'd argue that your shoulder bone is way too far forward into the arm, bring that closer to the collarbone.

>> No.579712 [View]
File: 44 KB, 725x503, 1503187414827.gif [View same] [iqdb] [saucenao] [google]
579712

>>578461
this would work for you. works for me

>> No.578226 [View]
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578226

>>578221

>> No.571588 [View]
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571588

3/?

>> No.562008 [View]
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562008

>> No.560178 [View]
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560178

>>560162
all i have is this

>> No.548870 [View]
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548870

>>548869

>> No.533546 [View]
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533546

>>533532

>> No.505870 [View]
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505870

>>505868

>> No.480592 [View]
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480592

So, in the sticky I found this .gif and appears that solution 1 is the best.
But I'm kinda lost with the topology loops for the shoulders and upper legs, where the movements are heading to both directions. How to make my loops for efficient weighting and pleasant result? Anyone has a full body graph or something?

>> No.470612 [View]
File: 44 KB, 725x503, limb_deformations.gif [View same] [iqdb] [saucenao] [google]
470612

>>470608

Not sub Ds, just extra edgeloops around limbs will do it.

Deformation is based on local topology. If you only have one edgeloop ( ring ) the back part of the mesh caves in when you try to bend it during animation/bone movement.

>> No.248223 [View]
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248223

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