BaseMesh-NoobQuestion
by RealmX · in Game Design and Creative Issues · 03/23/2009 (6:36 am) · 2 replies
I'd like to start modeling meshes for a 3d fighting game and I was wondering if I should make the models in their fighting stances || in a basic standing position...|| does it not make a difference?
#2
http://files.turbosquid.com/Preview/Content_on_12_11_2006_19_55_14/male2.jpg70071b37-d33e-402d-9e64-5da45a2a3534Large.jpg
Make sure that before you start animating your character, you use your bone structure to put them in a fighting stance. This makes it their base position for the purpose of blending animations and what not...
Modeling a character in a fighting stance tends to be difficult, especially for a newer artist. It makes things simpler to model, UV, and weight it a more basic stance. So you should start with something like the picture above.
03/25/2009 (5:46 pm)
Generally it's a good idea to model your character in the standard Leonardo Di Vinci stance. But if for the most part your shoulders are going to be down at their sides, it makes it easier to weight them if arms are slightly tilted down(some people like the starting arm pose to be at 45 degree angle) like this picture: http://files.turbosquid.com/Preview/Content_on_12_11_2006_19_55_14/male2.jpg70071b37-d33e-402d-9e64-5da45a2a3534Large.jpg
Make sure that before you start animating your character, you use your bone structure to put them in a fighting stance. This makes it their base position for the purpose of blending animations and what not...
Modeling a character in a fighting stance tends to be difficult, especially for a newer artist. It makes things simpler to model, UV, and weight it a more basic stance. So you should start with something like the picture above.
Torque Owner Johnny Hill
Hard to see how well a mesh bends if you you got them in a unusual stance leg far forward 1 leg back, 1 arm bent, 1 arm clinched up.