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File: kneehelp.png (6 KB, 400x283)
6 KB PNG
I haven't seen any guides with a consistent take on this
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>>1031325
Please elaborate
>>
>>1031325
>>1031328
It’s a dumb tip, just like Blender rigs with no full skeletal support because they believe it works. Basically the idea of just building everything separately then connecting isn’t really bad but there’s more work that goes into it. Not recommended and just build the prototype has a full body.
>>
>>1031325
Low poly knees?
Just have topology where 1 or 2 edge loops on the back split into 3 or 4 edge loops on the front to simplify mesh weighting on the back and allow for more natural looking bend on the front when the knee is bent.
Like anon said idk wtf you're talking about though if it isn't that.
>>
>>1031331
>low poly
bro that is medium poly, low poly uses rectangular or triangular prisms, not hexagons and shit.

how would you even do the middle answer on a cuboid leg?
>>
>>1031332
Just keep the column with the triangle
>>
>>1031332
well you're retarded but thats okay, because you can still do what you want by putting a triangular prism inside the knee joint and getting good at weight painting
>>
File: ntas.jpg (56 KB, 1253x975)
56 KB JPG
>>1031343
why retarded?
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>>1031348
Thanks for the laugh
>>
File: 1779781508233959s.jpg (3 KB, 250x187)
3 KB JPG
>>1031349
isn't it literally proving the point in this image though >>1031331
>>
>>1031350
It's doing the opposite because the leg is losing volume
>>
>>1031332
>>1031348
what the fuck nigger
>>
>>1031325
Carmageddon 2 core where instead of bothering with topology you just have the legs intersect



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