[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Search] [Home]
Settings Home
/3/ - 3DCG

Thread archived.
You cannot reply anymore.

File: APOSETPOSEMPOSE.png (147 KB, 721x274)
147 KB
147 KB PNG
What is the advantages and disadvantages of the three poses listed respectively from Left to Right?

You kind of want the default pose to be the one that is the most approximately average pose this character is going to be. Like if you make some special ops soldier dude it's not uncommon the standard pose of this model is a half crouch rifle aim kind of deal since if you combine all animations you plan for this model is going to look kinda like that, better for proper mesh deformation.

T pose is best for a broad range of arm movement but might cause a lot of pinching but has the least amount of stretching if you need a character that does a lot over the head movements.

For most realistic modern games you want the hands to point downwards and slightly forward since the hands are going to be either on the side or on front aiming a gun. For instance if you got a driver model in a car game make him sit and position his hands like on a steering wheel.
You want a pose that is as relaxed and natural as possible, so you don't rig from already extreme / flexed limb positions. T is a no-go on realistic characters because it brings the shoulders to extreme stress. For cartoon chars it's probably OK.

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.