what makes good topology for knees in games, most I have seen is basically a cylinder.
>>710172show the ass and I'll give you some tips
>>710174>implying a retarded coomer has good tips to give
>>710181You can make a kneecap the same way you made the buttcheeks, just smaller.
>>710496does this give me better deformation in the end?
>>710496I am unsure if it's smart to use that many polygons for the knees for a game asset?
>>710181Is there a guide you followed for this? I have endless trouble with modelling asses.
>>710537I looked at different meshes (DOA, Witcher, duke nukem, whatever I could find) and combined and reduced aspects I like trying to keep it under 10k overall. My thought on the knees was I might be able to get better deformation and don't have to create corrective shapekeys.
>>710172It needs to look like my wife
>>710537For modelling asses it is a soft shape you can model out the underlying muscles and fat deposits and smooth it over, anatomy is the most important aspect of character modelling. Looking at as many references as possible. Ice Skaters and mma fighters have good asses to use for reference.
>>710172Why is all Blender art so embarrassingly bad
You can try the "retaining" method
>>710546is that you anon? Why are you pretending?
>>710547I think my personal issue is figuring out topology changes like mesh loops and edge poles.
>>710558when someone starts to get skilled they inevitably move on to better software
I think it's odd that people model human characters by just modeling the shape of their skin on their body. You look the way that you do because of your bone structure and muscles and fat on top of it. I'd be curious in some kind of workflow where I model the internals of a character, the bones and flesh, and then cover it all up in skin and then just realistically crease the skin in all the places where your skin has folds, like all over your hands and on the knuckles for example.
>>710564The creases go through the whole thickness of the knee in these examples. You need some polys in front of the crease that stretch. Adding a kneecap bulge that stretches flat could give a little more realism. If we are talking game graphics, maybe ambient occlusion can create a shadow in the crease.
holy smokes, how is my post before yours if my time is a second after yours?
>>710607When I create an odd creature (monster) I start with a skinny noodle body and add the muscles then I smooth it and last I add the creases.
>>710558>screenshot of a WIP in a viewport>artDon't be a retard.
>>710608>>710564I have seen retaining topology multiple times, what is the benefit?
>>710607I'm trying something like that but not for each muscle. I've got a low poly internal mesh and a high poly external mesh. I want to make springy bones between the two. Longer length springs will compress further and jiggle more (more body fat areas like butt) and short springs will be stiffer for low fat areas (like the ribcage). The inner mesh holds the pose-able armature. I might even do shapekeys on the inner mesh for muscle flexes.
>>710620weight painting, think about the shape the inside of the knee takes when it's starting to bend. (not fully bent because that side is now occluded by the rest of the legs)
>>710629wouldn't that be easier and resource friendlier if you do that with bones?
>>710630So it's all about not creating a crease when the leg bends a little?
>>710633I tried making an armature with three layers: skeletal bones, muscle bones, and fat bones. But when I needed to parent the armature to the character mesh, I had to move all the bones into place manually. With my other method, all the fat bones are parented to faces on the inner mesh. I can use the sculpt tool to line things up. I can probably remove the inner mesh after its set up, but it only adds 300 faces (if I don't use it for the hands, feet, and head) and I can use it for other effects.