32 submissions
Im still trying out these darn fiddly things.
While I did get Version 3 (which I use in the SL fox head I made) as a minimized version of the model for game engines, I found it to have some really bad loops areas, mainly involving the mouth. Atleast When I do some shapes.
So after going through a couple of examples of edge loops, I refined my old model and I tried out a new loop pattern with it, mainly adding the cheek/Jaw loops so that There is a loop that goes with the jaw from the top of the head (in a sort of similar way how one would do it with the humans, perhaps incorrectly).
I do find this flow slightly better, and I do like the nose detail more than the flat one, although, some of the 5 pole locations bother me.
Could use some comments on how I could improve this.
The polycount is slightly higher from the earlier version (566 vs 808) but I find it funny that the nose already adds 120 polygons. With a couple of tweaks this could actually use less polygons too :D
Edit: Whoops
These are actually Iterations 4 and 5... Cant keep track of all my versions XD
While I did get Version 3 (which I use in the SL fox head I made) as a minimized version of the model for game engines, I found it to have some really bad loops areas, mainly involving the mouth. Atleast When I do some shapes.
So after going through a couple of examples of edge loops, I refined my old model and I tried out a new loop pattern with it, mainly adding the cheek/Jaw loops so that There is a loop that goes with the jaw from the top of the head (in a sort of similar way how one would do it with the humans, perhaps incorrectly).
I do find this flow slightly better, and I do like the nose detail more than the flat one, although, some of the 5 pole locations bother me.
Could use some comments on how I could improve this.
The polycount is slightly higher from the earlier version (566 vs 808) but I find it funny that the nose already adds 120 polygons. With a couple of tweaks this could actually use less polygons too :D
Edit: Whoops
These are actually Iterations 4 and 5... Cant keep track of all my versions XD
Category Artwork (Digital) / All
Species Unspecified / Any
Size 2393 x 1638px
File Size 789.3 kB
Its more of trickery than other.
SL doesnt support shapekeys/morph targets as of the moment , we have to deal with the animations through the existing animation system.
This leads to the next issue that, SL doesnt have a dedicated mouth bone, but It has an attachment point. You could technically animate the attachment point by creating an overriding animation, but I personally havent had any success with that.
One way, as I've some do, is to bind the Mouth to an eye ball, and make an animation overrider to bob the eyes (having overrided the movement of it), this of course requires you to not have SL moving eyes, and instead create static animated ones. Similarly you can weight paint the jaw to the neck and bob the head up and down, but it looks silly.
Another way, which I personally use, is the good old material switching method, But it needs a lot of trickery to get working properly as you have to dedicate ALOT of polygons to doing the animation.
SL doesnt support shapekeys/morph targets as of the moment , we have to deal with the animations through the existing animation system.
This leads to the next issue that, SL doesnt have a dedicated mouth bone, but It has an attachment point. You could technically animate the attachment point by creating an overriding animation, but I personally havent had any success with that.
One way, as I've some do, is to bind the Mouth to an eye ball, and make an animation overrider to bob the eyes (having overrided the movement of it), this of course requires you to not have SL moving eyes, and instead create static animated ones. Similarly you can weight paint the jaw to the neck and bob the head up and down, but it looks silly.
Another way, which I personally use, is the good old material switching method, But it needs a lot of trickery to get working properly as you have to dedicate ALOT of polygons to doing the animation.
FA+

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