Johnson Martin writes: You just sculpted a new character concept, retopologized it, and added an armature…but then you move a bone and realize that your topology just doesn’t work as you’d hoped it would. Organic, stretching surfaces such as skin require carefully crafted topology that deforms well in a wide range of poses. Accounting for […]

Source

from BlenderNation https://www.blendernation.com/2021/12/30/4-modeling-tips-for-animation-ready-models/
via IFTTT

Vastaa

Sähköpostiosoitettasi ei julkaista. Pakolliset kentät on merkitty *

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <s> <strike> <strong>