Toribash
Original Post
[Tex] The Sekkusu Brothers Sets
Heyo. doing 2 sets one with joints (white set) and one more bashed on than the pic (black set) a couple colors changed but this is the basic idea

ref



just mapping and playing around with the joint textures at this point. trying to get a feel for how they work. any input on getting them to line up correctly once the tori is moving while still having decent mapping would be appreciated :P
first wip just trying to figure out how the dragon would map across joints (white set)
There's a spot where the tail looks kinda lost.

Only half the tail comes back after the belt it seems.




Other than that, one of the best mapping jobs I've seen on joint textures, if not the best :]
Last edited by Chaco; Jul 2, 2013 at 05:51 AM.
[SIGPIC][/SIGPIC]
Yea it looks like that dragon design will get distorted once you extend the glutes.

I may be wrong, but I think the only way to make a continuous clean joint-set design is to pay respect to how the Tori moves. For instance, you can move along the sides of the arm and up and down the front/back of the legs somewhat freely. But you need to pay attention to things like the pec/shoulder line because you can have heavy distortion there once you extend/contract the shoulders.

Of course, you don't need to have a clean joint set design. If you go for a messy set design you have much more freedom. Take nuthug's set for instance, none of the lines meet up so the design is messy (IE: not clean). But, the set is still continuous conceptually over the joints so it looks good. I think you need to decide beforehand (if you haven't already) whether or not you want this set to have a clean look, messy look, or a hybrid of both. Personally, I think this set would look best if you did a hybrid of both. That is, have some elements that are continuous over the joints visually, and have some elements that are continuous over the joints conceptually, but not visually.
(>^_^)>
Its pretty safe to map the joints that stick on to each body part like knee to leg hip to thigh but as soon as you start moving the torso things Get screwed up fast. The problem is most of the interesting detail is in that portion of the set. if i could get the joints to map across pivot points the mapping would be less of an issue maybe

-doing some testing it seems the only one that really matters is the pecs. because you are able to rotate it a good 90 degrees so if is possible to completely hide the dragon at times... :o but it kinda needs to be there so it will probably just be hidden if the tori gets too rambunctious .
Last edited by 13chillz; Jul 3, 2013 at 04:52 AM.
have been working on this off and on.. mostly trying to make templates for all the joint textures. im just gonna plan on making it map correctly as forced joints, and mapping the torso at the default doll since the torso joints have so much variance in how far they can swing. the other simple joints (knees, elbows, exc.) should be easier to map durring movement. anyways here's a refined torso wip.

wow so this is what your delaying my head for joking this set is looking really good. wont be everyone's favorite set with all dem joint textures
phail wale
DAMN dude you must make a tut on:

"How to make textures like me"

Go on and finish the set if possible i will make you make me a set