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jklind
jklind

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One step forward, two back

So Monday I worked on the skin weights for Daisy's fingers, and yesterday was spent mostly on her toes.  The plan for today was to work my way up from there, but plans change...

After testing out some sculpt joints on her palm yesterday, to help get a more natural fold when her fingers are curled, I decided there wasn't enough geometry on the palm.  Fixing this wasn't that difficult - copy the base mesh, cut in the new edges, attach the new model to the skeleton, then copy the weights from the old one.  The next problem was more time-consuming...


I don't know why, but with the exception of Violet, I've always modeled my characters with a twist in their forearms.  While this might be correct anatomically, it can cause wrinkles when the mesh twists for real, as you can see in the lower left.  After remodeling the forearm so that the edges are straight, the wrinkling still happens, but it's not as bad.  It might even be possible to reduce these wrinkles with further adjustments to the skin weights.


Kinda makes you want to pursue a career in 3D, doesn't it?  :P

One step forward, two back

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