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>> No.379209 [View]

>>379206
dude.....I explained all of this in previous posts on this thread. yes, they're separate geometry, it's the only way I could get it to work.

>> No.379204 [View]
File: 265 KB, 1280x720, TempRange.png [View same] [iqdb] [saucenao] [google]
379204

>>379202
it must have a range of motion that pretty much eliminates any space for verticies to fit without pinching.

if you can show me an example of a model like this that accomplishes the same thing, I'd love to see it and learn from it.

>> No.379033 [View]
File: 396 KB, 1061x830, TempArtifacts.png [View same] [iqdb] [saucenao] [google]
379033

>>379005
>>378907
if there was ANY other way to do this, I'd be doing it, but the problem is that the arms must have 180 degrees of rotation and pivot about the neck, meaning that if I actually added enough edgeloops to maintain the volume of the chest, I'd end up with them being mashed together when the character is on all fours.

I explored every other option I could. I finally had to settle for animated booleans, even though using them in a character model is a heinous crime against 3d animation.

>> No.378793 [View]
File: 292 KB, 643x573, TempOcclusion.png [View same] [iqdb] [saucenao] [google]
378793

I composited an ambient occlusion shader with a transparent ring around the problem area and put a solid green shader under it.

it kinda works, but it's still noticeable.

>>378767
I only use green because it's the color the human eye can see the best. this is just a base model for the mane six. I have no intention of making an OC. never used gmod.

>> No.378659 [View]
File: 73 KB, 741x877, TempTriangles.png [View same] [iqdb] [saucenao] [google]
378659

ignore the fact that the entire rest of the model is unfinished. this was just a spur of the moment proof of concept.

for some reason, booleans are causing triangles in this particular model. never had triangles with other polygon objects in boolean union with eachother.

forgive me for posting this outside /mlp/ but the advice I might get there wouldn't be very useful.

>> No.378658 [View]
File: 119 KB, 664x843, TempDown.png [View same] [iqdb] [saucenao] [google]
378658

now I can slide the arms across the body without stretching the skin at all.

>> No.378657 [View]
File: 123 KB, 573x818, tempUp.png [View same] [iqdb] [saucenao] [google]
378657

finally back to work on this thing. I figured out how to make flexible arms by using animated booleans.

However, there's still artifacts around the seams. anyone got any clever ideas about how to get rid of them?

I'm using maya 2014

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