Hey guys! I have a portfolio conundrum I need opinions on. What is the most effective way to present dynamically posed game ready assets? I've been modeling all of my characters in A or T pose and then rigging them to pose them, but it has been suggested to me that I should model them in a dynamic pose for the sake of the folio and work with it from there. What are your thoughts?
Replies
Unless they meant to model it like usual, but instead of rigging use transpose master/similar modelling tool to move it into place which if you find rigging tedious is a decent idea. By the sounds of it, you've been rigging your stuff for a little while anyways though.
Bagel hero makes a good distinction though. Rigging introduces errors that can be hard to overcome in game-res models, like joint deformation. Posing in zbrush or something else offers the chance to fix these areas. Cheating a little bit, yeah, but the end product is going to be much nicer looking.
Actually I'm interested if others feel like this is cheating or good business.
As a rigger, i hate having to fix topologies of great looking characters, (and the char artist hates me..) Having a character artist who has a basic understanding of the challenges of joint deformation, skinning and joint placement is a big plus, imho. Of course, nothing hinders you from creating a character posed in ZBrush additionally, with muscles and cloth folds matching the pose. (it could be a statue)