Hello guys I am modeling a human body. It is made of Nurbs (not the hand it is poly).
It is very basic since it is my first time modeling a human body or any "bigger" things.
I have been looking at the free human body tutorial but I can not get the legs right. I think I have tried to modeling them like 20 times but I can not make it look "ok". And now I have deleted them completely. ^^
The different parts (arms, head and body) are not attached to each other yet.
So now I could really use some comments from you guys. And by the way I am not using any image plane or anything in the background and yes I know the head is not right scaled and so on. ^^
I just find that its the best for me, Ive done a lot of skinning of characters and I found I had to do a lot of work skinning the shoulders in a T to stop pinching, having the 45 degrees down made things easier and gave nice deformations. Also having the palms down I found got rid of problems sorting out the twist in the arm via the joints, for a simple bit of modeling.
I cant see any advantage beyond maya, Z just sculpts, if its motion builder or endorphin then dont they generally have palms down (even though they dont really care)?
Jup in the end it all depends on the TD Rigger, if he says 45 degree, then you will have to try to talk him out of it, or do what he says
As a modeller it`s your job to think 10 steps forward, what is it that de texture artist want, what the rigger, what the animator, and so on...
So if gster is your TD then you otha lissen too him
Btw gster you don`t need to create the twist when the palm is rigged forward, it`s just to avoid the twist not to have it there.
What happens with motion buillder, dosn`t make a difference you can set it up in any angle. As far as i know.
So conclusion, modelling is a team effort where you need all the input you can get to make every body happy, but also yourself.
Btw: i also modelled palms down untill last month. just a pipeline thing.