This DESTROYS 87% of Game Characters

preview_player
Показать описание

In this video, I will break down how to fix bad deformations that are ruining your game characters.
Рекомендации по теме
Комментарии
Автор

There is no such thing as too many topology tutorials. Good stuff!

lildevilgamer
Автор

I think that when rigging, adding additional bones is often very useful, for example having the knee joint as 2 bones, with the kneecap being a bone on its own. With this, it's possible to reduce the ugly deforms. I'd even go as far as to add mid bones to allow muscles to flex, especially the butt! - engines can handle more bones than we tend to throw at them.

stunthumb
Автор

I never actually thought about the t-pose in this way before. But since I often conceptualize my characters with the arms down, I can see why I have problems with higher arm angles. This concept applies to 3D and 2D rigs, I'd say.

UnfamiliarLandsGame
Автор

_High poly characters hate this secret trick!!_

mitchellgreenland
Автор

Awesome tutorial, I assume it's a little light when it comes to covering the "art" that is topology, but as a beginner this was a lot more digestible than some hour long video haha :P
Thanks guy, and have a good day! :)

sainterasmus
Автор

a very instructive and informational video. These are things a lot of beginners struggle with in retopology. I remember I tried to learn Retopology without knowing why I'm doing it and this video teaches exactly that. Thank you so much!

cherico
Автор

Cool tutorial, I would advice you to look into shape keys though.

The first step of adding extra loops around joints is a good step, but the second step where you change the topology on the inner elbow can create lighting and texturing problems for you down the line.

Shape keys allow you to deform your mesh in certain ways.
It's used to correct pinching, like in this tutorial, but can also be used to get your characters to flex their muscles,
or deform any part of your character's body to sell the impact of a punch for example.

Rayziyun
Автор

I think you need to show the actual theory behind what makes a joint bend, like why you need certain polygons that can collapse in on themselves and the general rule of thumb around that.

ImBoyCryWolf
Автор

Wow, I actually learned this on my own way back. Not bragging, it's just really encouraging to find out something I learned by myself was actually the right thing for once and not just another bad habit I'll need to unlearn later. 😳 Sometimes it's almost overwhelming trying to figure so much stuff out. Thank you! 😁

DaellusKnights
Автор

i wish i had this video when i was first starting out and struggling with topology for low poly deformations (specifically elbows and knees). i spent hours trying to find a good guide, but in the end it was google images that led me to the technique you used for the elbow. this video would have saved me so much time; it’s short, but it gets straight to the point and is very clear. incredible video, keep up the great work!

meadowcow
Автор

when you thought that asserting your dominance with a T pose was just a meme, but turns out was way more important than you realized.

clothokaftan
Автор

Even when going low poly character modeling, a lot of people forget to observe and accentuate the geometry at the bends. It always pays to use those references and see how the light hits the curves. Great tutorial, friend!

bradandsarahibbard
Автор

a quick guide for people struggling with this is: in places where topology must stretch create a circle, and in places where topology must contract add extra cuts, so for example your outer knee must have a low poly circle the size of that knee, and the inside of your knee should have 3 loopcuts the size of the knee, sides dont matter because sides dont stretch/contract.

tezwoacz
Автор

and then there's me, who wants to separate all the limbs so i don't need to have funky bends

Micha-Hil
Автор

I actually learned this from a Mario melee character break down video ages ago, has helped me a lot.

samhein
Автор

Oh I can't believe it was that easy lol

First time using Blender and I'm making a PS1 styled low poly character. Adding a loop cut to the legs and adjusting the topo for the shoulder/elbow basically fixed my posing situation.

Now I can move their legs & arms naturally without it distorting horrifically. The polycount increased a bit ofc, but it's worth it for the results.

VexAcer
Автор

Great advice, I remember watching a video that showed which types of topology pixar uses for different body types (elbow, shoulder etc.) to make them deform nicely. Sadly I think it has been privated

erichbauer
Автор

I like the fix for the elbow joint, because it's basically just remembering that the elbow pit exists.

brennanperry
Автор

Cheers man, was struggling with weird elbow deformation and had this idea but wasn't sure if it was viable. The inner elbow trick is a small but satisfying thing too

blackdog
Автор

For elbows and knees, I've found a bone that rotates halfway between the upper and lower portions actually solved all of my issues. It seems like it should work the same as just weight painting it half and half, but it actually works very differently.

Kajenx