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simple model #137895
06/24/07 19:01
06/24/07 19:01
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline OP
Senior Expert
ello  Offline OP
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
i tried to create a toon character and used bones to animate it.




however, i noticed those texture distortions. what can be done to avoid them as good as possible?
an exe can be downloaded unter http://tempfiles.earthcontrol.de/rig1.zip maybe that helps to see the weak points of this uv problems...

another question could be how to save the different bonerotations to use them for ingame animations. any ideas?

btw. i know there are many polygones that could be saved. but is that really a point?


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Re: simple model [Re: ello] #137896
06/24/07 20:18
06/24/07 20:18
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
Expert
EX Citer  Offline
Expert

Joined: May 2002
Posts: 2,541
Berlin
LOL! High Poly Crotch!


:L
Re: simple model [Re: EX Citer] #137897
06/24/07 21:45
06/24/07 21:45
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
The link doesn't work.

The legs might work, but the arms' shape is a bit wierd, their animation doesn't work properly, too.

Re: simple model [Re: ello] #137898
06/24/07 22:08
06/24/07 22:08
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
Just to help you :
i don't know if it's a definitive character or in progress ?
Try Low poly modeling tutorials and copy/be inspired by some
made by people :
polycount examples

Re: simple model [Re: TheExpert] #137899
06/25/07 07:22
06/25/07 07:22
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
Great start to this character ello and looking promising.
As pointed out, the arms are not consistent with the legs so if you modeled them on a similar basis as the legs I think you will achieve a good overall balance.

The distortions you mentioned can be reduced and even eliminated if you used triple segments for each joint and boned them to bend carefully, like from shoulder to elbow, connect to the first elbow joint then new bone for the middle segment and rotate as required (visually) then new bone for the last segment and rotate as required (hope this makes sense) then new bone to go down to the wrists and so on.

There are good tute on creating segments for bending smoothly so a google search might throw some up.

I havn't got a source to upload examples at the mo so thats the best I can offer at this stage.

But please continue with this character as I think its got huge potential.

Cheers.


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