Graphics Programs Reference
In-Depth Information
to be a good bit bigger than they would be in real life. This is
so you can see them from a farther distance. Even a character
with some great big arms looks just average in the game
world.
Finally, remember that you live in a world of backdrops.
As with a set in Hollywood, don't add details that won't truly
need to function. Every little clip on the character doesn't
have to work. It just has to look like it would work.
Setting Up Your Character Pose Properly
You may already be familiar with base poses as you've proba-
bly seen them in digital art forums. The bind , reference ,or
T pose (the name I hear most often) is the pose in which the
character is modeled originally. This can vary from something
very outstretched, non-organic, and silly-looking to a moder-
ately relaxed guy standing with his arms outstretched and
forward a little.
Some artists will fight to the death about proper posing.
I, however, think that you should model the character in the
pose that most accurately resembles what he will be doing
most of the time. If his arms will be down by his sides, don't
model him in a perfect T pose! Model him with his arms down
at least at a 45-degree angle. Even bend his elbows a little to
give him that natural relaxed look. Turn the tips of his toes out
a little. Who stands with their feet pointed straight forward?
I suggest grabbing the companion files at
http://www.wordware.com/files/3dsmax2008/. I've quickly
rigged the base character for you to play with and see each of
the following poses in 3D.
 
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