Sunday 20 October 2019

Helmeted Character - Pose & props

Wednesday, third week of the project, after I got my textures to a level of details that I was ok with I needed to take a break from looking at them and do other parts so I started rigging the character.
After I checked my low poly for any errors and reset the X form, I dragged in the biped, matched it with my character and started skinning. It was a slow and long process that took me the entire day and the following day for fixing. I don't find skinning particularly difficult but it takes me a lot of time to assign the weights properly and a lot of testing. I tried to keep it as simple as I could, especially because my character doesn't have any flowing, dangling parts. The most trouble I had with rigging her shoulder pad as I could not get it to move properly when she would raise her arm. I ended up adding another bone for it and tried to rig it to that, so I could move it individually. Also, had some troubles with rigging her belts so they would not get squished when she would move her legs, I got them to look decently but I might add another bone for them as well to control them a bit better.
I wanted to make some props as well, but because I didn't have enough time left for something big I just made something simple, I made a small robotic butterfly and a plinth.
Finally, I posed my character and the props and just exported it into Marmoset Toolbag to get a better look at it. I ended up changing the pose a few times, but I wanted to keep it fairly simple and natural.


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