Hey everyone.
I'm going to learn rigging. I already have a basic understanding of rigging in Modo. Enough to rig the most rudimentary characters, and objects. That being said, I know there is massive depth to it (modo) and its untold possibilities. So I am going to use this thread to document my learning process in Modo I'll also be posting this on my blog.
Before I start, I'll list the reasons i'm doing this.
-If i document my process, I find it's easier to correct future mistakes, or at least keep them from happening. Up until my knowledge of Rigging in modo becomes as such, where I wont need to refer to past documents.
-Putting it out here, will help me keep myself committed to learning this new skill set if I adhere to my once a week update on my progress.
-I will be able to share my progress with others who are much more capable than me, and they will be able to share their experience to aid me on my journey.
My goal
-To become quick enough to rig a character to the quality of the "norman" rig. In and under time constraints.
- TO be able to rig something and have it very easy and user friendly to my coworkers. Not just myself. I think thats super important and speeds up workflows when i dont have to explain what the rig does, and its super dooper clear.
I'm going to set a quality goal for my Rigs, I'd like to get the the point of Animator Steve.
http://animatorsteve.weebly.com/ And the NOrman rig
http://community.thefoundry.co.uk/discussion/topic.aspx?f=9&t=91021 I'll be using this and posting exercises each week.
http://https//www.thefoundry.co.uk/products/modo/training-videos/character-rigging-course/ If my progress on my HSM(Hard surface modeling), is any indication I think this is going to be a wild and fun ride, and I cant wait to see how it goes.
PS, I"m not sure if this Kind of Progress thread is in the right forum. Sorry if its in the wrong place.
Replies
In the tutorial so far, Its been mainly messing with Joints. Which is a good thing, because there was apparently a lot i didn't know going on with joints.
I'm having the biggest "problem" dealing with alignment. I find myself having to go back and refresh. I'm making sure to keep things consistent, to avoid confusion later. That's not really slowing me down, as far as I can tell anyways. Otherwise, this update is pretty weak, I hope to reach some cool milestones this weak. I dont know what the video has in store, so I"m not sure what to set as a goal. I learn something new every time i start up the tutorials.
>THe feet go through the ground, and that bothers me, I have to figure out what thats about.
> I want to make sure i can get some toe rolling on the next one.
>Also figuring out whats up with rolling finger controls I got going. I can make the whole hand roll no problem, (I mean grip). However I cant do it with just one finger at at time SO I'll have to keep that in mind. :I .
EIther way, heres a screen shot.
Its going great so far. I havent started detailing this thing, but I was focusing on trying to make these big shapes read from afar.
I havent touched the cloth yet, but clothe for me is pretty straight forward, so I spent a a better half of this leg work on the Hard surfaces. I'm thinking I should go back and re work the "gauntlets" because they look a little basic, That being said, Thats not really where I want the eye to go, but putting an extra few hours on them wouldnt hurt.
Heres the concept i'm working from
https://www.artstation.com/artwork/qbOey
I changed the proportions to make it a female dullahan, because I figured making another knight dude would be boring.
I'm also borrowing oncepts from other art pieces, because the original leaves some to my imagination, and I"m not a concept artist or designer so I"d rather just work from someone elses piece.
I did hear that the hands are too small, so I'll have to check that out. Not sure if that's in relation to the armor but We'll see.
modeled this sword to go with the character,based off one of Viviane Kosty's designs here.
https://www.artstation.com/artwork/6OVeV
at first I was concerned with making everything ultra smooth, but I'm starting to dig the wobbly look for the ears. I'm going to retopologize it tonight tonight see what it looks like smooth.
viewing now I'm realizing I'm missing a part of the hilt namely the ears and the top most part. I DEFINETLY need the top part because it looks like the hilt has a bald spot where the blade goes in. that being said even if it doesn't look cool atleast I'll have a extra asset to use.
ANyways, small update here you go
Hey gang, I made some updates.
-I added some wrinkles to the legs and arms.
-Added the Head
-Moved some things around on the sword
-I decimated the mesh, to test out the pose, to see if I was gonna like it, and see if there was going to be anything wrong with the armor.
-I think I'm going to keep playing with he lighting after I start texturing it, but I think this week i'm going to start on the Low Poly.
Hey gang, Second pass on these materials.
Tonight I was really focusing on punching the realness of the steel through. I didn't want it to be painted, but I also didnt want it to be a steel taht didnt reflect any neat colors. So I think I got close to a believable material. I added some imperfections that I think help it overall, but tomorrow i'll probably have a better eye for it. Also I found some really great material reference that i'll share here.
THere still quite a few errors on the normal map, but I figure I can fix that later. Because right now I"m just running my head into a wall trying to figure that stuff out -_- I'll just bring it up to jason on Saturday
As always, comments and criticisms Welcome and wanted.
Added some newness to the gloss, to hopefully punch some things through. I thought it was looking a little dull.
So now i'm gonna be modeling this fox from the game Rime. I Played it at GDc and i really liked their style. ITs not something I"ve ever done before and it seemed like an exciting challenge
btw this is their website!
https://www.artstation.com/artwork/zKgxZ
Still struggling with Hair, So I"m just trying to copy styles of people who have either made front page here recently, or Get some space on the banner. I Was looking at overwatch hair for reference, because I felt pretty confident I could get in the same atmosphere as that stuff. That being said. I still want to vigure out hair cards, but i'm doing that stuff on the side.
Blocking out a squig from Dawn of War. No Squig in particular. Using that image as my main reference. As far as the muscles and what not I"m looking at Ostriches' and Kangaroo Muscles. Still noodling things around, I already see a few things I want to change. Cant wait to hit it tommorow.
EDIT: I promise i'm going to bed, but I gotta write this down for later, but I think i made the face too big. In the reference its knees, and "quads" come out to the side a bit. Now that could either be a size thing or that could be a rotation thing. I think its former. Cause my sculpts jaw bone is coming out mad far IMo. I was trying to exaggerate it, but that may not be completely necessary.
notes:
I think the legs maybe be pointed out at too wide an angle, and also, that head is still too big IMO. I also think the mouth doesnt look fierce enough, Maybe I"m thinking cause the eyes are missing? but I think its because its just not exaggerated enough. so for tommorow
-Shrink the head
-Bring the face back
-Exaggerate the Mouth more.
-perhaps change the size of the legs (quadriceps). Not sure if this is going to work, but it couldnt hurt to try. I think by this weekend, i can really get to some noodling. BUt i'd like this high poly done in 10 work days.
Moved the head back a bit, and tried to exaggerate the mouth more, but i'm pretty sure i can go further. Still trying not to noodle too much.
I think the legs could be bigger, but that might just be the feet. I"m not sure, but this thing doesnt look like it couldnt stand up too well.
I"ll probably have to shrink the head one more time.