5 reasons why T-posing is good for your body?
Answers
Consider how often you walk around with your arms held out to the side. Never! Unless perhaps you are a soccer player doing the airplane thing after scoring a goal in the World Cup.
In general, we want to model our character in a pose that is as close as possible to their most common action – for most people, that is walking or standing, arms at the side, only occasionally bringing the arms up.
True, there are times when the default arms-at-the-side look isn’t the best choice. For example, I worked on a game called Stranglehold. The game’s protagonist is dual-wielding pistols the entire time: arms held up in front of the character. In this case, the default pose for the character model was closer to that posture – arms up and held forward.
In another case, working on the basketball title NBA Ballers, the characters’ arms are almost always up – so modeling the arms held up and out to the front – or even stretched up over the head – could be helpful.
But: there is no real situation where an actual t-pose is called for. So why is it so common?
It makes the technical tasks easier, at the expense of the artistic tasksThe balance between technical and artistic is a battle that every 3D artist faces. With characters, the battle is between topology and character setup (the technical stuff) versus anatomy (the artistic).
Shoulder Topology problemsCreating in a t-pose makes creating topology more difficult in the arm area. But at first glance it seems easier – the body and the arm are nicely separated, so everything is easier to keep track of. And we end up with nice parallel rows on the arm that meet perpendicularly with the torso.
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