#for the love of god how do i make the shoulders and waist
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Maybe try looking at inspiration from #model-archive? There are plenty of humanoid models there.
Try find some lowpoly model in sketchfab, turn on wireframe, very useful
I would suggest following a 3D character design tutorial for any software; it's universal info
for blockbench since it doesnt have mesh deformation i recommend you to extrude a face on the joints and then merge the vertices so it kinda looks like a pyramid connecting the limbs.
i do have a lot of trouble rigging the shoulders but it's the same principle
if you dont want to save polygons and need a detailed look, just make an inset and the connections and pull it out a little
for reference i 100% recommend n64 and ps1 models. i think maybe dreamcast would help too. there's a site called models resource where you can download some of them and for most of them you can open as .obj with a .mtl on blockbench
but if someone has any tips on where the pivot points should be placed when you connect limbs like i do, that'd be useful here. i could probably open a thread for this but it's kinda related now
I would just recommend seperating and capping the limbs... having major design changes just for that seems kinda overkill in my opinion
I'd recommend using a scheme similar to Roblox's; 3 segments for each arm, 3 for each leg, and 2 for the torso. I'd reconmend extending the torso to overlap the arms, and extending the arms inside the torso. However, keep the pivot points outside at where the arm would bend, For the upper torso I would reconmend light shaping, and general rule of thumb try to maintain a uniform mesh density throughout the entire body; it makes it look better as the torso will blend with the arms better. Don't extend the arms too much and just lightly cap them so that no inside faces are showing. For the waist just keep extruding down from the upper torso and loop cut the torso in half. Extrude from the bottom where the two "sockets" are and make the legs seperate pieces, similar to the arms. I'd reconmend doing the arms and legs first, then connecting it all together with the torso. You can find bipedal humanoid references online to aid with your design process. I'd also reconmend having a side facing reference image, as it helps to shape the upper torso. Hope this helps and if you need me to elaborate on anything I can.
do you have any example of something done like you described? this is also very useful to me since i want to improve too but as a person that doesnt play roblox i don't know what to start searching to find a visual example. i do appreciate the details in text though. thanks for that
and about this, i am usually trash at wording stuff so i think it's safe to assume i couldn't explain what i mean well. i wish i had a picture right now to show it because i probably made it seem like too much needs to be changed. i think a good example i can give for now is artdanpol 3d, who does low poly models on blockbench and connects limbs like how i meant to describe
i didn't know it would be a major design change on cases other than mine so i'm sorry for suggesting that. i really looked for a lot of references before and i had no idea there was a different way to make the connections look smooth, so i'm excited to try that soon too
Nothing to do with playing roblox, just yoinking it from their documentation page. Here's the inital page: https://create.roblox.com/docs/avatar. I'll send an example character made in Blockbench in a sec
I also worded that not very well, I should've used a different word other than that and I didn't mean to be demeaning or anything..
... after mirror modelling starts working again
Here... I didn't get enough time to finish the head but this should be a reference point
oh, dont even worry about it. it didnt sound like that at all
thanks! i'll definitely take a look later. hopefully it helps the original post case too
I messed up the pivot points on all parts of the arms while exporting soo you might need to fix that... ðŸ˜
Move them to the center of the joint and slightly in