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Is This Model Ready for Rigging?

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Recursive Sweatpants polycounter lvl 4
Hello! Over the past few months, I've been very slowly working on a model. I challenged myself to try to make a model from scratch to use in a game, and the following is what I have so far:

[SKETCHFAB]9dbbe909276c4d0ea8824c558f474eda[/SKETCHFAB]

I think the next step is to build a rig for him, but I want to double check to make sure I haven't missed anything that will be difficult or frustrating to fix later down the line, so I'd like to ask the good people here for some feedback! I am largely new to modeling; I took a class that showed me how to use Maya and how to create the mesh, but everything past that I've been trying to figure out on my own. Is there something I should know or do before I start shoving bones in this guy and painting weights?

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  • Recursive Sweatpants
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    Recursive Sweatpants polycounter lvl 4
    ...Anyone? Is this topic in the wrong place or something, or do I need to be more specific anywhere?
  • Swarm22
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    Swarm22 polycounter lvl 15
    I'm not a character artist but if you want to know if it's ready to rig, you should probably post up your wireframes so people can see if you have your edge loops set up properly and in the right places.
  • artquest
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    artquest polycounter lvl 14
    Well, you can rig it... the question is are you happy with this design and execution? If you're new to rigging and have maya 2015 you can very easily/quickily test how your model will work when rigged if you use geodesic voxel binding and dual quaternion falloff. It works wonders for a quick test to see if you need to edit any geometry.
  • Recursive Sweatpants
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    Recursive Sweatpants polycounter lvl 4
    Swarm22 wrote: »
    I'm not a character artist but if you want to know if it's ready to rig, you should probably post up your wireframes so people can see if you have your edge loops set up properly and in the right places.

    I figured people could turn on the wireframe in the Sketchfab window, but would it be better if I just posted screenshots from Maya?
    artquest wrote:
    Well, you can rig it... the question is are you happy with this design and execution? If you're new to rigging and have maya 2015 you can very easily/quickily test how your model will work when rigged if you use geodesic voxel binding and dual quaternion falloff. It works wonders for a quick test to see if you need to edit any geometry.

    I'm very happy with how he looks (if for nothing else than the fact that putting UVs on him was hell). I prefer to use Maya 2014 but I've actually started on a skeleton for him, and when playing around with some of the smooth skin bind settings I found some that bind it very well initially. I just want to make sure that there isn't something I should do beforehand that'll be a pain to have to do after I invariably spend forever working on the rig.
  • Swarm22
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    Swarm22 polycounter lvl 15
    I figured people could turn on the wireframe in the Sketchfab window, but would it be better if I just posted screenshots from Maya?



    I'm very happy with how he looks (if for nothing else than the fact that putting UVs on him was hell). I prefer to use Maya 2014 but I've actually started on a skeleton for him, and when playing around with some of the smooth skin bind settings I found some that bind it very well initially. I just want to make sure that there isn't something I should do beforehand that'll be a pain to have to do after I invariably spend forever working on the rig.

    My bad, didn't know that was an option. Carry on :p
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