Hi Goliar
Selection Groups help UV Map in the way that you can UVmap step by step your Object. An if there is a very difficult part, it is more easy to isolate this part in order to make a fair UV map.
Micheus had made a complete answer recently in "Materials to faces and UVmaps". The two techniques are very good.
Very low poly characters and Posing.
In Wings 3D there is no working plug-in to built a skeleton with bones etc.. like in Poser.
My very low poly character is about 1400 vertices and it is a little bit more than a Play Mobil.
As it is use in a flight simulator and part of other static objects you must refrain the number of Vertices to avoid a low frame rate during the simulation.
Each Arms are composed of: a grouped phalanges, a thumb, hand, wrist, a fore-arm, an elbow, an arm.
You can make a selection group for each articulated part, from the nails to the end of the shoulder.
Idem for each legs.
The trunk can be also decomposed from the belly to the neck and the head.
Understand that I make cumulative groups that is for the hand: grouped phalanges thumbs and the hand until the wrist, and the Arm group begin from nails to the arm.
The main difficulties remain in the choice of each axis of rotation, and to maintain of the constant length (length of the hand, length of the fore_arm etc...).
Sometime I put vertices do define axes and I store in selection groups some of them.
I make always short rotation of maximum 15° then I correct the model by tweaking.
The great advantage of creating Selection Groups is that you always select the same faces even if few faces are sometime hidden.
To build your own character, the best way is to use your own body, to make measurement and understand how work the articulations and there limits.
Hope that these short explanations will be useful for you.
Selection Groups help UV Map in the way that you can UVmap step by step your Object. An if there is a very difficult part, it is more easy to isolate this part in order to make a fair UV map.
Micheus had made a complete answer recently in "Materials to faces and UVmaps". The two techniques are very good.
Very low poly characters and Posing.
In Wings 3D there is no working plug-in to built a skeleton with bones etc.. like in Poser.
My very low poly character is about 1400 vertices and it is a little bit more than a Play Mobil.
As it is use in a flight simulator and part of other static objects you must refrain the number of Vertices to avoid a low frame rate during the simulation.
Each Arms are composed of: a grouped phalanges, a thumb, hand, wrist, a fore-arm, an elbow, an arm.
You can make a selection group for each articulated part, from the nails to the end of the shoulder.
Idem for each legs.
The trunk can be also decomposed from the belly to the neck and the head.
Understand that I make cumulative groups that is for the hand: grouped phalanges thumbs and the hand until the wrist, and the Arm group begin from nails to the arm.
The main difficulties remain in the choice of each axis of rotation, and to maintain of the constant length (length of the hand, length of the fore_arm etc...).
Sometime I put vertices do define axes and I store in selection groups some of them.
I make always short rotation of maximum 15° then I correct the model by tweaking.
The great advantage of creating Selection Groups is that you always select the same faces even if few faces are sometime hidden.
To build your own character, the best way is to use your own body, to make measurement and understand how work the articulations and there limits.
Hope that these short explanations will be useful for you.