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>> No.772574 [View]
File: 425 KB, 1363x708, DosLwnbVsAAGBLr.png large.png [View same] [iqdb] [saucenao] [google]
772574

>>771126
SEETHE harder

>> No.653952 [View]
File: 425 KB, 1363x708, body1.png_large.png [View same] [iqdb] [saucenao] [google]
653952

>>653913
but how do you decide where to bisect the contours? or how to draw out the profile in terms of vertex distribution? he has the foot profile then adds planes and merges them i assume, but i have no clue where to plant such things. furthermore he has muscular detailing. how can you commit to that many loops and have it work well topologically still for rigging? it's mind boggling. i wanna approach this the same way but i'm worried i won't properly distribute my edges for the top of the foot or bicep, or abs, the illiac spine, and other important areas. even if i look at them i feel a need to approach it from different angles but this is all a strict vertex weld between the profile and various planes or vertices that he adds later on like this.

https://www.rig-it.net/blog/maya-advanced-rigging-deformation-tutorial/

i'm planning to get this to learn the rigging methods he used, but i have no clue how to approach the modelling.

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