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Job fair tommorrow...

Jedi
polycounter lvl 12
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Jedi polycounter lvl 12
Thanks, bros :thumbup:

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  • Jedi
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    Jedi polycounter lvl 12
    that bad, eh? Well, Ive made moves on making a quick body and leg rig :thumbup:
  • EmAr
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    EmAr polycounter lvl 18
    I wouldn't consider my work "bad" because of not getting a reply/advice in 2 hours. I don't know much about rigging but the rigs look ok to me.

    A better face(lower eyebrows, smaller eyes, larger cranium) and a cuter monster(I have no idea how to achieve this) wouldn't hurt even though the meshes aren't the focus of those videos.

    The dragon would be much more interesting if it was in a game engine too.

    Best of luck :icon60:
  • jfeez
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    jfeez polycounter lvl 8
    The models you used are not great, might not seem like a big issue but they really put me off- im sure theres an sdk thread lying around these boards maybe someone can link it). The weighting didnt seem to great tbh, why did you not move the clavicle on the full body rig when you moved the shoulder? For games dont really too much on blend shapes in the face, use bones with corrective blends when needed). I would ideally have had one reel, showing a human rig to show you can weight characters well, some nice user friendly controls and some good functionality with the rig (nice spine rig, form holders etc), a face rig, briefly showing good shapes, use facs for this and some scripting. Also you say you like programming, you should show some tools you have wrote, i saw something briefly at the start of a video but no idea what it was. I think really everything needs more polish, its all good in principle but isnt presented that well, and unfortunalty, if things are presented well it will make anything you show look worse. Did you rig the dragon?
  • Jedi
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    Jedi polycounter lvl 12
    jfeez wrote: »
    The models you used are not great, might not seem like a big issue but they really put me off- im sure theres an sdk thread lying around these boards maybe someone can link it). The weighting didnt seem to great tbh, why did you not move the clavicle on the full body rig when you moved the shoulder? For games dont really too much on blend shapes in the face, use bones with corrective blends when needed). I would ideally have had one reel, showing a human rig to show you can weight characters well, some nice user friendly controls and some good functionality with the rig (nice spine rig, form holders etc), a face rig, briefly showing good shapes, use facs for this and some scripting. Also you say you like programming, you should show some tools you have wrote, i saw something briefly at the start of a video but no idea what it was. I think really everything needs more polish, its all good in principle but isnt presented that well, and unfortunalty, if things are presented well it will make anything you show look worse. Did you rig the dragon?


    Thanks for the response. I'll try to make a better mesh next time.

    I was doing extensive tests on both mecanim and udk animTree. I was going to export a custom rigged character into both engines, but I ran out of time and made the head instead. Doing facial setup is challenging but i was fortunate enough to finish this head in a record time of 2 days, yesterday. I have a joint rig included in that rig that i didnt show, but its weighted and plugged into the final head as a blendshape.

    I rigged the dragon, but my rigging skill was weak at the time, 6 months ago.

    Im going to work on the weighting of the pear character and adjust some of his controls.
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