Forum: Poser - OFFICIAL


Subject: DC Imperial Robe WIP

infinity10 opened this issue on Oct 15, 2008 · 20 posts


pjz99 posted Wed, 15 October 2008 at 6:11 AM

I'm not familiar with Shade but I think you may want to go with a different structure for your model - those very long and thin polygons are going to be pretty difficult to work with.  Does your modeler have anything like a Weld Points function?  Most do ... if so you can start with something like a cylinder primitive for the main body of the robe, and then a pair of cylinders for the arms.  Take a look at this tutorial, pretty much all the modeling concepts he discusses are very standard.  It uses this method of starting with cylinders and then going on to refine the shape to what you want.

http://www.poopinmymouth.com/process/character_tutorial/character_process.htm

I'm not saying you SHOULD model that way - I don't, for example - but using that method it is very easy to get a shape you want and still end up with polygons that are mostly square, and will be a lot easier to UVmap and run through dynamic cloth simulation and rig.

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