CG Modelling

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ear... ★ || CHARACTER DESIGN REFERENCES | キャラクターデザイン • Find more artworks at https://www.facebook.com/CharacterDesignReferences & http://www.pinterest.com/characterdesigh and learn how to draw: #3D #rigging #animation #topology #modeling || ★
https://howto.clip-studio.com/library/page/view/metasequoia_002_20_008
Wireframe arm showing tricep and forearm - http://www.danplatt.com/
London Fischer - Guide to Making Our Model - Polycount Forum
ArtStation - Plotagon Character Creator asset: hair, Josefine Behm
ArtStation - Heaven Diablo 3, Peet Cooper
Arm wireframe from the front - http://www.danplatt.com/
elbow mesh
Geo-layout_007.jpg
Animation-friendly character topology

아이디어 더 보기
http://media-cache-ec0.pinimg.com/originals/8e/f2/05/8ef20514ffb9c42afa8c6c4e00de9f43.jpg
Hands pack - 3DOcean Previewer
遊戲模型佈線對動作變形之影響(1)-手肘膝蓋篇 - 外3內2_by 天國鳥人(bida999)_from 痞客幫 (http://bida999.pixnet.net/blog)_點開有說明
Photo
就骨盆的模型佈線來說,有幾個地方要注意:(圖1) 1、因為大腿會內彎曲,所以正面部分的佈線也是以兩條為主,     並把兩條線段的位置放在大腿關節點上。 2、因為骨盆相較手肘膝蓋來說,他的體積大了很多,所以當     大腿彎曲時,屁股的弧線就會容易被注意到,所以基本款     一定要有3條線,然後再依據角色在鏡頭前的遠近來增加     屁股的線段。 3、因為會有劈腿的動作,所以跨下要有兩條佈線,手掌跟手指     之間也是一樣。
e161a5c9559a14a3a7f35b9b66b5b244.jpg (736×11901)
学素描
Topology ★ Find more at http://www.pinterest.com/competing/
hand anatomy
Japanese Modeling technique http://blenderartists.org/forum/showthread.php?263674-Japanese-Modeling-technique
Pinterest
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