Martin Krol - Hand Part 2

Loading...

Sign in or sign up now!
Alert icon
Upgrade to the latest Flash Player for improved playback performance. Upgrade now or more info.
2,286
Loading...
Alert icon
Sign in or sign up now!
Alert icon

Uploaded by on Jul 5, 2007

Time lapse of Martin Krol creating a hand in Mirai.

Martin Krol:
http://ambient-whisper.cgcommunity.com

Category:

Film & Animation

Tags:

License:

Standard YouTube License

  • likes, 1 dislikes

Link to this comment:

Share to:
see all

All Comments (5)

Sign In or Sign Up now to post a comment!
  • n-sides are fine as long as they are placed in a place where they will not be effected, like a flat surface.

  • that's cool, are you using 3d max?

  • I have found that the "quad rule" is less important these days, although granted, it really trains you.(Check Steven Stalhberg's mesh's) I've skinned up and rigged about 50 characters for production and noticed that as long as you keep the mesh "light" and flow the edges in logical places, a sub-d mesh will still look and skin cleanly, once subdivided once.(usually the level I weightpaint.) Also depends on if he plans on subdividing the mesh at all. For ex., game meshes do not get subdivided.

  • I would not recommend this technique. He has 3-5-6 sided polygons. Triangles are ok in places where you dont animate the mesh, or you can't see them. On the hand i would not recommend triangles and above 4 sided polygons. Tear can occur.

  • omg WOW! that changes the way i do hands! I gotta try your technique!

Loading...
Alert icon
0 / 00Unsaved Playlist Return to active list
    1. Your queue is empty. Add videos to your queue using this button:
      or sign in to load a different list.
    Loading...Loading...Saving...
    • Clear all videos from this list
    • Learn more