5 answers ·
asked April 24, 2020 9:22am
· Lesson: Blocking Out the Leg · Course: Game Character Modeling with Blender
This is my best compromise for the leg blocking:I've also readjusted the camera angle with "Lock camera to view".
Hmm...the lower leg is kinda getting away from you. My advice is that you're favoring the robot's left leg in 3/4 view too much. The other leg is giving much more information about the orientation of the shapes. I recommending moving them around to favor the other leg better, which isn't too hard since the left leg is mostly straight from this view:
theluthier How did you achieve this movement since the pieces don't seem to fullfill the same movement so that the knee and shin guards are performing a kind of bending backwards. The adjustments are driving me crazy and things rather get worse than better, no matter what I do. In your video - allthough you mention that the different views never match 100% - things get better aligned than in my trials.
Especially aligning the thighs with the 3/4 perspective view is difficult (the angle between them by rotating them around their local y-axes as well as the correct rotation around their local z-axes (length axes)).
There are so many combinations of rotating and moving the parts in combination with the alignment of the camera. At least one element is always terribly off (the thighs, the calves, the camera and/or the orthographic side view ).
And if it looks reasonably accurate, I only need to switch to right side view in order to see that everything is extremely leaning forward.
Another difficulty is the distances between the leg pieces (without the hinges) and the lengthes of the pieces themselves. The thigh, for example seems to be shorter in 3/4 perspective than in right side view. Realigning the camera (lock to view) doesn't help, too. I've no idea how to cut the Gordian knot.
Hmm I'm trying to come up with a more scientific explanation than "Just play with the pieces till they look right" but....that's about as deep as it gets lol.
Maybe it's more an exercise of spacial familiarity than technique. Part of it is trusting that, while 2D art is never going to perfectly represent 3D, a competent piece of concept art is more trustworthy than it's not. In this case I know from experience that Tim's 3-quarter view is a valid guide for much of the orientation process.
So the 3-quarter and side views are like bumpers on a bowling alley lane: I bounce back and forth between them to round out my spacial understanding of the shapes.
I want to say it's not as complex as it seems. But I want that to be an encouragement, not the other way.
I'll try my best, but when I bounce to one side, I'm often terribly off at the other side. Especially the thighs and their rotation around the own length axis are a problem. As soon as they are relatively ok, the rest of the leg looks terrible. Especially in side view they'are looking to high when they look okay in 3/4 view and when the lower legs look okay in 3/4 view, the side views shows a terrible leaning forwards.
I suppose that part of my confusion is that the robot in 3/4 view is resting relaxed on his right leg with a therefore more backwards tilted lower leg and a straighter left leg. The side view shows - I suppose - the left leg so that I have to use this as reference until I can apply the "Mirror Modifier" and then pose the right leg independently.