We can also set the focal angle under Draw FocalAngle|. Inside any game engine, characters will be viewed in perspective. Make sure to check the perspective view, too. Because our character is more of a compact, bulky build, we have to shorten his legs and neck a bit. Let’s check the concept again to get our character’s proportions right. Now we have all the basic features of the armature ready.Finally, add the foot as one ZSphere for the creature to stand on:.Try to bend the legs a bit (which looks more natural) as shown in the next screenshot. Add the hips, stretching out from the pelvis and continue with the legs.This “skeleton” will also be used for moving or posing our model, so we’ll try to place ZSpheres where our virtual joints would be, for example, at the elbow joint. The arms should be lowered and bent so that we’re able to judge the overall proportions better, as the next image shows: Add the arms with the fingers as one ZSphere plus the thumbs, we’ll refine it later.A little trick is to start the clavicle bone a bit lower at the spine, which gives a more natural motion in the shoulder area. Similar to the human spine, it roughly follows an S-curve: Start out to create the armature or skeleton from the root ZSphere, commencing from the pelvis to the head, as shown in the next screenshot.Placing the cursor on the line of symmetry will create a single ZSphere-this is indicated by the cursor turning green. The root ZSphere can’t be deleted without deleting everything else, so the best place for this would be in the pelvis area.Pick a new ZSphere and align its rotation by holding Shift. Don’t panic just sketch it with ZSketch in no time. As always, there’s little to no time for this task. Let’s say the art director comes to your desk and shows you a concept of a monster to be created for the game project that you’re working on. Time for action – creating the basic armature with ZSpheres
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