The downside of this method is that it makes it much more complicated to have fine details. So everything was made by using extrusions, scaling, and stuff like that. Especially for the chest, the hips and the fingers. So far, I've always tried to have the smallest amount of meshes possible, to prevent this issue. Deleting the geometry underneath also becomes harder, because the clothing doesn't move as one single piece. However, I think this method could cause many problems when it comes to rigging and weight painting the character, with meshes clipping through each other. In most timelapse videos I've seen on YouTube, it's done in the same way. Here is a good example of what I'm talking about : In most of the professional final renders I've seen so far, most characters seemed to have several different objects on top of each other. This kind of character often comes with multiple layers of clothes, armours, whatever. Let us suppose that I want to make and animate a character for a fantasy scene.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |