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I have created a character-model in Blender. After rigging and skinning it, I noticed that it deforms in a undesired way. Everything moves pretty much as expected, but the mesh around joints deforms weirdly(Screenshots below).

Why is this happening? Is it due to a low amount of vertices? What can I do to create smoother deformations that look natural?

Character in T-pose: enter image description here

When his arm is rotated downwards. Look at how thin the upper part of his upper arm is: enter image description here

Up close: Up close

His upper arm is very thin at the shoulder area, but has normal width at his elbows.

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Add edge loops on your mesh at both sides of a bones joint.

Ctrl+R with the mouse cusror on an edge, click to add one (roll middle mouse button for more than 1), slide mouse to place it, click when it's where you want.

enter image description here

When done, parent your armature again with automatic weight (you'll play with weights later :))

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  • $\begingroup$ So it's because of a low resolution? $\endgroup$ – Einar Feb 11 '15 at 18:24
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    $\begingroup$ yep, especially joints need (at least) 3 loops, 1 for each bone full weight (they'll follow the bone), one in the middle 50% weight each bone that'll deform smoothly $\endgroup$ – Bithur Feb 11 '15 at 18:26
  • $\begingroup$ Bithur I would add the loop further from the base of the arm. this needs to be the shoulder distance. @Naioai Studios this is why we don't use the T-Pose as much any more. :) If you study the shoulder it's about 4-6 inches off the side of the body. Emulate this in your model. $\endgroup$ – Scalia Feb 11 '15 at 19:30
  • $\begingroup$ @Vince Scalia the screenshot is enough for adding a loop for a novice, this is not a tuto about skinning (look global topo). But it's true. $\endgroup$ – Bithur Feb 11 '15 at 20:45
  • $\begingroup$ Sorry, just a little OCD here :-0 $\endgroup$ – Scalia Feb 11 '15 at 20:50

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