Hey im trying to make a base model that will be very easy to rig to the skeleton. so iv made the body parts seperate from one another as opposed to all being joined then choppng them up to rig them and link them. im going for a slighly futuristic armor style. Modeling this base mesh for a project i hope to start sometime in the future, where all the modeler will need to do is model their own head and customise the armor and then the rest (UV unwrapp, rig to skeleton). so i want this mesh to be easy to rig to save them the trouble of fixing joints and whatever. heres a quick concept i made up. (the green would change color depending on team colors)
and here is what i'v modeled so far. it all fits nicely around the skeleton.
modeling everything seperate makes rigging harder in my opinion especially if its an actual base male model with no armor or anything. with everything as a single mesh you wont have any seams showing from not having proper values and you wont have to go in and play with them so theyre all right.
You've got a good thing going, I encourage people to support this. I've got my own concept ideas that this could be good for, for instance, changing up part of the design so that he wore fully-fledged gauntlets instead of having his arms entirely exposed. I could modify this design and create a design concept for a character.
You've at least got my support, however little my backing may be worth to you.
well the way iv modeled things seperately is that i'v rounded off one mesh and made a socket with the other.
i thought that way when the leg or arm bends it will still look somewhat normal and no seams would appear
whoa doin it that way is a really bad idea, itll just look like an early PSX game whenever it moves, itll be so easy to tell that the model moves like an action figure.
Now, this may be just me (or the concept, in some places) but your anatomy looks off. The heel goes too far back, the deltoid is too long, the butt ends too sharply, the pectorals seem too high from the front, the upper arm to forearm transition is far too sharp and the stomach's just... hells, my vocabulary isn't meant to cover situations like this. Stomachs don't curve back from the pelvis. They curve back a little ways under the pectorals. You get what I'm saying?
Now, this is definitely me, but it looks kinda like a Teletubbie that decided to make a career in the army.
lol wow. i didnt think it was that bad. but i can accept the facts. and if its bad its bad and im willing to fix. the original picture that i drew over was this..
and it seemed quiet good and safe to paint over..
Usually if i making a model for myself i would do it in piece but since im making it so others can rig easy i thought they could select the body part, add the necessary bones and it works . it would seem very action figure like now that you mention it lol. but i wanted the lower leg, forearms, shoulder pads and top of the torso to look very stiff and solid (its ment to be armor after all) and thought this would be a good way to avoid it bending during movement or messing with joints . However if you think i should approch this a different way then id really like to hear about it.
and ill try to fix up some things of the anatomy Jose, thanx for pointing things out to me.
If you're going for the rigid look, I would advise using a joined mesh underneath (a body glove) covered by pieces of armor and "hinged" pieces in joints. Kinda like a medieval suit of plate.
Also, I don't think you can keep the upper torso rigid. The clavicles move around way too much for that.
good job man. looks like a mix between Zac from FF7 and Master chief
and Jose, wouldnt adding armor over mesh that wont be seen result in wasted polys? and your right about the clavicals. it completely slipped my mind! with these hinged pieces in joints.. could you provide a pic? i dont fully grasp the concept of it..