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Can you rig her and straighten her out?
http://i.imgur.com/57JtAI7.png
http://www.models-resource.com/wii/SuperSmashBrosBrawl/model/3738/
One of the problems I foresee is that the mesh appears to have several gaps at elbow bends and finger bends, etc, like so:
http://orig07.deviantart.net/23db/f/2015/137/3/d/blender_candy_by_sonosublime-d8tob0c.jpg
Do I need to get rid of these gaps, to make one continuous mesh? If so, would you recommend trying to merge vertices to get rid of the gaps now, or try and straighten the model out with rigging first?
https://www.youtube.com/watch?v=YvEPwLeHdWs&list=PLvgIVNDU-DxhGiBF31-0o2e6QxI8T3Mxs
https://www.youtube.com/watch?v=krEoAjK-vo0
https://www.youtube.com/watch?v=iZM1ebow2cE
retopology - Bsurface
https://www.youtube.com/watch?v=S4TJ2q4pol0
retopo tutorial
https://www.youtube.com/watch?v=um1SIed5v88
Bsurfaces is now free and built-in blender.(ctrl +alt+U choose Add-Ons choose Mesh and enable Mesh:Bsurfaces GPL Edition and click save User settings)
Thanks for the replies. I'll see how well I can use the merge tools to fix the mesh.
I've fixed the fingers pretty easily. However, the elbow mesh is a complete mess, with a large chunk of its halves clipping into the other. To be honest, I'm not even sure where to start on fixing this. Do you guys have any tips?
http://orig15.deviantart.net/4f16/f/2015/140/d/6/blender_candy_1_by_sonosublime-d8u2bhe.jpg
Thanks for those tutorials, I'll be sure to check them out in the future.
They have tons and tons of tutorials. I think you need a subscription for some of them, although some are in the free section.
There was a great tutorial on model rigging there. I think it took less than an hour to learn the basics of rigging a model.
The other guys are right you always want to try using quads (ie a 4 point square) simply because triangles are a big no-no because they cause a lot of issues.
Subdivision of a surface or making a new edge loop is where you will run into the biggest problems, because triangles do not divide very well. For example you want to add a new edge loop around the waist of a model, if you have a triangle your belt can easily turn into suspenders. Where as quads give nice clean edges easy for making loops and subdivision.
Also when rigging a model the cleaner your mesh is the easier it is to use the feature that auto assigns vertices to bone groups.
cuz im getting confused reading what you asked for and what people responded with
Thanks for that link, I'll check out those tutorials when I get the chance.
I do kind of already know the basics of rigging, but I do need more practice.
It appears that most of the faces on the model are triangular faces. Is there a way to fix that?
I have tried parenting the mesh to the armature ('Armature deform/With automatic weights), and plan to straighten the model out before I close the gaps in the mesh. However, that is causing a sort sort of disconnection in the mesh when the bones are posed:
http://orig03.deviantart.net/1848/f/2015/147/2/0/blender_candy_weight_by_sonosublime-d8uxzhb.jpg
http://orig02.deviantart.net/6839/f/2015/147/7/3/blender_candy_weight_2_by_sonosublime-d8uxzhp.jpg
http://orig02.deviantart.net/613e/f/2015/147/3/3/blender_candy_weight_1_by_sonosublime-d8uxzhw.jpg
Has anyone encountered this problem before, or have any suggestions for fixing it?
A bit of both, I guess. I would like to learn how to do this myself eventually, but in the meantime, if someone wanted to contribute in fixing this model, it would be greatly appreciated, and they would get credit.
i guess thats youre shortcut
but GL
and if you dont know how to do something specific just ask