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Modeling Question
show user profile  Knights
What the best way to organize the head teeth and tongue, i put it all on one mesh cause i wanted to use the morph targets but as i tried to texture it, it felt wrong is there a better way to do this, if im making sense
The new face of G8 Tri


read 818 times
2/15/2011 3:52:00 AM (last edit: 2/15/2011 3:52:00 AM)
show user profile  Mr_Stabby
generally i hard constrain teeth, tongue dummy, mouth ceiling dummy, mouth bottom dummy and cheek width dummys to skull/jaw/cheeks(i often use a bones for cheeks) then skin mouth around these dummys/teeth. Thats my overall mouth rig that needs minimal(or none) amount of manual animation, deriving from that it usually means head and lips and the inside lips(up to near gums) are one object, teeth another and rest of the mouth insides including tongue the third.

Tbh you can actually have all these thing in 1 object and have it work fine but near places where you cant really see like where gums and the skin extending from lips meet or where teeth and gums fuse imo you should always take the oppurtunity to break the model up just to make things simpler and more managable.

As for your texturing problems i assume you were talking about unwrapping? If thats the case yea unwrapping tight and dense enclosed areas like mouth can be tricky but ive found that group IDing distinct different areas can be of great help

read 808 times
2/15/2011 5:05:08 AM (last edit: 2/15/2011 5:05:08 AM)
show user profile  Knights
thx that halps, so are you saying instead of using morphs use dummys to control the jaw/ teeth, toung etc.
The new face of G8 Tri


read 793 times
2/15/2011 6:51:46 AM (last edit: 2/15/2011 6:51:46 AM)
show user profile  Knights
it would really help if someone made a jing video on a face rig
The new face of G8 Tri


read 765 times
2/16/2011 3:32:26 AM (last edit: 2/16/2011 3:32:26 AM)
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