View Full Version : MeshMan_1.0

03-30-2010, 04:55 PM
I wanted to create a "general purpose" human deformation mesh and rig
that would give me the widest range of motion in one setup.

I've attempted to get the best deformations possible with as few
bones as possible and without using morphs or expressions.

I did this to get my deformation rig to also work as my control rig base setup,
creating a combined, base control and deformation rig.

This is the first phase. I just knew i wanted a functional base human
character that i can build on top of to build other characters.

03-30-2010, 05:59 PM
Looks like a great start

04-08-2010, 02:29 AM
Looking very good so far... will be nice to see some animated tests too.

I think i've seen someone do this before, but with a superhero character, whether it was batman or something, i can't quite remember, but whoever it was got some nice deformations. Just can't remember if they were using morphs and expressions to get it right?!

Great work though!

04-08-2010, 12:10 PM
It looks like deforming very well. Could I see the wires?

04-08-2010, 08:23 PM
this is at Level 0 3,200 polys

04-12-2010, 11:15 PM
im about to animate him. i made a little obstacle course
to get my feet wet.

i did a zbrush test but for some reason
my model wouldn't morph to the exported zbrush object,
but it kind of works since its the same UV.