Well normally the way I do my character models. I distribute the Triagle throughout the body at a limit of 6500. I invest 1600 the most into the entire head, 1000 for each full arm (upper, lower, hands, and fingers.) and Full leg (upper, lower, and feet.) and the rest in the body. Alot of time...
Yah, don't be afraid to spluge on detail on the head. An average head should have 1500-2200 Triangles if it has a face. Focus on the nose, eyes, and lips more. From what I see in Half-Life 2, the eyes are part of the face mesh, so you would fill in the space there. It seems you put a sphere in...
About the lip, heres a reference to what I was talking about (Disregard the fact that its a Female reference.) http://img229.imageshack.us/img229/8197/show1ma.jpg The red area is what were focusing on, from the black lines, thats where I'm talking about. Even though you may not model the...
Could use a nose job, it looks too slim right now, spread it out a bit in the middle area and gradually get slimmer as it reaches the eyebrows. Most peoples nostrils are a bit visible from a frontward view. The lips could use a little definement, the upper part, looks too wide. Eyes are kind of...
Anyways, I have one more question. How can I give bones movment restrictions. For example: Giving so and so bone the ability to move by this much that way. (And no XSI zombies!)
I could, and haved, but it does not work for me. When using XSi I found I found it be a very difficult and an unfreindly user interface. I learned 3DS max first than any other 3D software, so I'm much more accustomed to it, and in my opinion I find it the best.
I don't have a problem doing each one, and I can do it all in the weight tables, I was just wandering if there could be a faster method and I recalled something like this.
I am currently working on rigging a character I made. What I want to know, just to make my job easier, is how do I copy and paste vertex wieghts from one to another?
Well if you take a look at the Alice face model or most other it is around there, it has to be or the faces will look like hell. The soldiers didnt need any extreme facial detail because they had mask, and for the most part yes just about half is spent on the face. Also you didn't read my post...
If your ever doing a face, your going to have to be willing to spend the most polygons on it. That's the problem about character modeling at first (people are usually too conscious of the limit.), faces usually take from 1600-2200 polies/tris (Same thing polygon is a shape that has 3 sides or...
The interface in XSI sucks, I cant find anything, and you need a tool for every freaking thing you do, 3DS doesnt do that to me and is why I perfer it. Only reason I have not figured this earlier is because I have recently learned about this.
Just for it to move together it doesnt require it to be one mesh, if I did that then those bones that are one will only serve one purpose. As for the constraints thats something I have not tried and if I'm correct they would work.
Update: It works! Thankyou so much for suggesting constraints.
Doesn't work that way, becuase then they will just be consider one bone. It will then be consider a main bone with both of them together and they will move together still.
Heres everything that I have so far http://img329.imageshack.us/img329/3310/gunref4nn.jpg . I'm kind of thinking of using another 3D application to do the bone settings, Maya possibly ( Becuase XSI blows.)
I'll try to simplify it. The bolt bone of the gun which is suppose to slide in the X-axis and is not connected wiht the rest of the heirarchal structure. I need to know of a way of connecting it to the handle bone of the gun, however when I link the bolt bone to the handle bone, when moving the...
Well I am trying to make a bolt action gun, specificaly a paintball gun. Now I have several bones that will be used in what I'm working with and only 2 need to be animated within the gun. They are Trigger, MuzzleA0, Handle, Handle2, Hopper, CObottle, Barrel, and Bolt. The trigger and bolt need...