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File: gyahwhy.jpg (885 KB, 1920x1080)
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Something I've been wondering for a long time since I discovered porn games and adult mods, hopefully the kind experts of /3/ can satisfy my curiosity.

Why is it that high heels seem to be so difficult to model accurately in games compared to other "everyday" clothing items? I've seen games pull off suits, coats, sneakers, boots, hats to very high levels of quality, but then in the same games I pull up whatever offering of high heels they have and they either look like flats with a stick glued to them, or horrific monstrosities like pic related.

So what's the deal? Is there something about the shape and angles that makes them hard to model accurately? Is it simply a matter of not giving a shit about something so specific?
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>>563192
Thing I forgot to add: In a lot of models I've seen where a character is wearing high heels, I notice a lot of the time it seems like the ankle/heel/lower leg looks bent at an unnatural angle (pic related). Is this a software limitation, or some kind of difficulty with the technique used to sculpt these models?

I don't really know shit about 3D modeling, I'm just curious as to why these trends seem so common with this specific thing.
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>>563192
>Why is it that high heels seem to be so difficult to model accurately in games compared to other "everyday" clothing items?

because the foot, not the heel itself.
the leg needs to be in a certain angel to fit the heel which also makes the character taller when switching clothes
some games do succeed in bypassing this like the sims, but others just have fixed legs for these heels i suppose
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>>563194
>I notice a lot of the time it seems like the ankle/heel/lower leg looks bent at an unnatural angle
heels are about as unnatural as it gets. never understood why anyone finds them appealing, they look any woman wearing them look like a skank
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>>563210
>never understood why anyone finds them appealing
Me neither, I just jerk off to them. That's why it's called a "fetish".
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sometimes it's just not worth it to accurately portray the additional height. So instead of preserving the leg length, the lower get shortened to have heels without increasing actual model height. For example in skyrim models, some heels can be used outright but you get a stubby lower leg, while others need some kind of system for moving the entire character model up to accommodate for the extra height but preserves the leg length.
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>>563323
This.
The effort required to accommodate that height gain is nowhere near close to worth it, just for some shoes.
assuming the clothes have attach points on the character's local space, that seems easy enough; just shift the character's offset in the y-axis, then attach the shoes to the feet as normal. But now that your character is offset, how do you accommodate every action they perform? every animation is going to be misaligned.
On the other hand, some games allow customising your characters height. How do they avoid this issue? Do you attach arm IKs to objects as opposed to having baked animations?
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>>563327

It depends on the workflow and the game engine. In my experience, there's usually there's nothing wrong with additively rotating the ankle and offsetting the y-axis. Generally your run cycles, jumps and attack anims won't suffer much.

If your game has a lot of vertical movement, this approach won't work so well, like if you have a cover system, your characters need to exist within certain dimensions. You're also out of luck if your game doesn't support additive animation (which it bloody well should).




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