Game Editing > 3D Modeling & Content Creation
3D Modeling WIP Topic
ratty redemption [RIP]:
understood, and cool. and i like how your character is looking high enough polys from that camera distance and angle.
kat:
--- Quote from: silicone_milk on April 17, 2013, 09:29:55 AM ---
--- End quote ---
One of the reasons for making the 'foot' part of the boots larger is to prevent sections of it disappearing as it clips the ground plain when engaged in motion - you can get a sense of this from the shot above. You can also see some pretty bad anti-alising issues on the figure, which again is another reason to 'over compensate' with thicker/larger arms, legs and hands, if you make the silhouettes (structural mass) too small, AA jaggies mean you loose a lot of readable details which make the mesh look a little odd. Granted this is just a test/example project to get people started, but it's something to watch out for.
For the skirt, play with the weighting assignments, it looks like that hemline is shared with the knee or upper leg which is causing the intersection - try to avoid adding geometry to solve issues like that as it can cause problems in of itself.
Nice rig. Simple, with the necessities.
silicone_milk:
That's a good point about limbs. It turns out, in this case, that the artifacts are just a result of not having anti-aliasing even enabled in the quality settings for the renderer (whoops). It's still *kind of* noticeable at x2 AA but at x8 there are no artifacts. I don't think x8 AA is practical to run at especially on iphone devices though.
One thought that has crossed my mind is to bake the animation frames into sprite sheets and take them into Photoshop to touch up the images and get rid of aliasing artifacts. But then I lose the ability to blend animation states with Mecanim and the physics become an odd thing to deal with.
I'll mess around with the weights some more. It seemed no matter what I did I couldn't get the weights to properly deform the skirt. I should keep in mind that when people wear (tight) skirts their range of leg motion gets more and more restricted as skirt length increases.
The bad deformation only appears when I bring her up in a kicking-a-door-in pose which would never actually happen. I need to see how it looks with jump/roll and ladder-climbing animations.
kat:
Yup, it's not a good idea to rely on AA to mask artifacts like the ones mentioned above because, as you rightly point out, support for that will vary across different platforms. In the end it's more about designing relative to what's seen on screen rather than what we're expecting to see (making things anatomically correct) - like making the barrel of a handheld weapon slightly wider or short to compensate for field of vision foreshortening. And yep, switching to sprites would mean designing the demo in a slightly different way to overcome the (apparent) limitations of that 'format'.
silicone_milk:
Got a little bit more work done today since I had the day off. Hair mesh added and I've been trying to figure out how to rig ponytails. I'm experimenting with Spline IK constraints and turning the spline into a soft body.
I need to close up the gaps between head and hair probably. Also, she's lookin a tad block-headed on the upper right section of her hair which I'll tweak tomorrow.
Once the hair has a working rig I'll give her an idle, run, and jump animation and finally record the video.
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