Making joints which deform well is mostly about modeling the joint so it is accurate to the real structure (after all, real shoulders deform fine) and arranging the edges correctly. A recent trend among modelers is to think in terms of "edge loops" but the concept is really just a formal statement of a long known idea. Basically you think of edges as creases; anyplace the model will need to bend there must be a crease perpendicular to the bend. For example, for shoulders to bend up and down there needs to be an edge running across the top. To give an example where the edge is arranged incorrectly, notice how the edge on the side of the knees of Terabit's model runs vertically. If the knees were to bend sideways they wouldn't deform correctly because there is no crease for the bend; there's no problem in this case however since knees don't bend sideways (unless of course you were animating a dislocated knee.)
TeraBit's model actually has very good arrangement of the edges, the problem is just that the shoulders aren't shaped correctly. This is why I said there isn't too much tweaking needed. TeraBit, I suggest throwing a reference image of a person behind the model so that you can get the proportions correct.
Your second request, for tutorials on plants, was pretty random.
TeraBit's model actually has very good arrangement of the edges, the problem is just that the shoulders aren't shaped correctly. This is why I said there isn't too much tweaking needed. TeraBit, I suggest throwing a reference image of a person behind the model so that you can get the proportions correct.
Your second request, for tutorials on plants, was pretty random.