It's Mystie again, and this time, I've got a tutorial on putting a screencapped model into a T-pose!
You've no doubt screencapped an emulator and gotten already posed models, or browsed through The Models Resource and found the same. Well today, I am going to show you how to get them out of their pose.
For this demonstration, I will use Decker from Go! Go! Hypergrind!, while working in Blender.
So here we have Decker, as downloaded from TMR. I already removed his outline, so now we will start on T-posing him.
First, we will straighten out his torso. To do this, we highlight everything from the torso up, in Wireframe View. It is best recommended you use Wireframe View, so that you can highlight even the polygons that are out of the camera's view. Once highlighted, rotate and move the mesh as needed.
Let's do his head next. It is tilted to the side, so we will highlight it, and tilt it until it's straight.
Next is the legs. Neither of his legs look straight, but the left leg is close enough, so let's do the left one.
Now that we've rotated the leg until it's standing straight, we will copy our selection and mirror it to the other side.
With the leg copied and mirrored, we now have to line it up with the other one. To do this, we will slide it over to the right, and zoom in to check if each vertex is properly stuck together or overlapping. To get things perfect, drag each vertex until it is properly aligned with the other one (you will need to zoom in really close).
PLEASE NOTE: When copying and mirroring a mesh, its UVs will appear inside the mesh. This can easily be reversed by clicking on "Recalculate" or "Flip Direction" in the left taskbar when in Edit Mode.
Our last thing to do is the arms. What I do is look to see which arm will be the easiest to alter, and which one has a hand that won't take much to alter either. In this case, his left arm looks the best.
Highlight the arm and rotate/move it. Then highlight the forearm and do the same. (Please note that the forearm may be harder to do)
Now highlight the hand and rotate/move it, with the palm facing down. Next, you will want to highlight the entire arm (and possibly the shoulder), copy and mirror it, then align it to the other side of the body. With this model, I had to stretch some vertexes in his right shoulder in order to leave out holes, but it's not that noticeable.
And now, our crazy cartoon wolf Decker is T-posed! Some parts may not be perfectly straight, but at least he will be easier to rig!
You've no doubt screencapped an emulator and gotten already posed models, or browsed through The Models Resource and found the same. Well today, I am going to show you how to get them out of their pose.
For this demonstration, I will use Decker from Go! Go! Hypergrind!, while working in Blender.
So here we have Decker, as downloaded from TMR. I already removed his outline, so now we will start on T-posing him.
First, we will straighten out his torso. To do this, we highlight everything from the torso up, in Wireframe View. It is best recommended you use Wireframe View, so that you can highlight even the polygons that are out of the camera's view. Once highlighted, rotate and move the mesh as needed.
Let's do his head next. It is tilted to the side, so we will highlight it, and tilt it until it's straight.
Next is the legs. Neither of his legs look straight, but the left leg is close enough, so let's do the left one.
Now that we've rotated the leg until it's standing straight, we will copy our selection and mirror it to the other side.
With the leg copied and mirrored, we now have to line it up with the other one. To do this, we will slide it over to the right, and zoom in to check if each vertex is properly stuck together or overlapping. To get things perfect, drag each vertex until it is properly aligned with the other one (you will need to zoom in really close).
PLEASE NOTE: When copying and mirroring a mesh, its UVs will appear inside the mesh. This can easily be reversed by clicking on "Recalculate" or "Flip Direction" in the left taskbar when in Edit Mode.
Our last thing to do is the arms. What I do is look to see which arm will be the easiest to alter, and which one has a hand that won't take much to alter either. In this case, his left arm looks the best.
Highlight the arm and rotate/move it. Then highlight the forearm and do the same. (Please note that the forearm may be harder to do)
Now highlight the hand and rotate/move it, with the palm facing down. Next, you will want to highlight the entire arm (and possibly the shoulder), copy and mirror it, then align it to the other side of the body. With this model, I had to stretch some vertexes in his right shoulder in order to leave out holes, but it's not that noticeable.
And now, our crazy cartoon wolf Decker is T-posed! Some parts may not be perfectly straight, but at least he will be easier to rig!