Quick work on the tail. It still needs a few tweaks, and yes for actual poses it wouldn't be straight out from the body. That's just so I can rig it easier. I know its not a huge fluffy fox tail, that's cause I might be trying something more unique when I actually get around to texturing it.
Modeled in 3D Studio Max
Modeled in 3D Studio Max
Category All / All
Species Vulpine (Other)
Size 640 x 480px
File Size 84 kB
Right, but I built my dragoness model kinda wierdly, so now I'm probably going to have to go back in and redo the breasts, possably scrapping the texture data.
If you're new to posing and expressons, my advice is to avoid specialized bones, especially in facial features. Use one bone for the jaw, and do the rest of the face with morph targets, with the morpher modifier BEFORE THE RIGGING MODIFIER. I learned the hard way on my gryphon model.
If you're new to posing and expressons, my advice is to avoid specialized bones, especially in facial features. Use one bone for the jaw, and do the rest of the face with morph targets, with the morpher modifier BEFORE THE RIGGING MODIFIER. I learned the hard way on my gryphon model.
Actually, since you're using 3ds max, would you be interested in some of the figures I'vee done recently? I can send them to you if you want (although if you want the gryphon file, you're going to have to re-link the texture files manually, as I did it before I started keeping all of a models data in the same folder as the model.
The jaw, modeled open, can be moved with a bone, but for finer things like lips, eyelids, and non-facial features such as tweaking the shape of somehting, you can use a 'morpher' modifier before whatever modifier you're using for rigging (skin, phisique, ect.). To use the morph target thing, you add an 'edit poly' or depending on how oyu modeled it, 'edit mesh' modifier before the morpher modifier (with it deactivated), and then activate it, select a morph slot, and hit 'capture current state'. Name it, and than delete the editing modifier. The model will revert to what it was before the edit, but the value in the morpher modifier will switch between the origonal and saved (edited) state based on percentage. It works for any non-rigging shape change you need. I can give you an example if you want.
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