Hi, I am looking to rig a character I have just made in Zbrush, so that it is functional within a game engine like Unity.
I'm kind of rusty and I am not sure whether or not I have the right pipeline.
I think an approach I've used before is something like,
1) mirror and cut, then decimate to (x < 10k) triangles.
2) import to maya
3) use their retopo tools.
4) Cry at the sight of my horrible geometry.
So after I have new workable topology, do you just rig that shit up?
TLDR; do you guys know of any good tutorials, tips or methods that would help me in rigging my first game character?
Replies
Anyway, yeah, just retop it first. Decide if you want maybe 5-8k tris for this, or 10-12k tris, or whatever the range you want. Give it good deform-able joints.
Mixamo also has free auto rigger that you can try/test. (for less than 10k or 12k or something. I can 't remember.)
This is just the advice I was looking for. I'm excited to try Mixamo, it seems like that will help me visualize the final product, in other words keep me motivated to get through the rigging process.
So, thanks
Also, do you have any advice as to how one should approach making rigged mouths and eyes?