Hello Polycount! I'm new here, and as a student in video game art and animation, I'm new to the scene as a whole. I've always wanted to bring characters to life so I chose to specialize in animation, however we've learned a lot in Maya with a boundless amount more still left to learn, but as my final personal project before we team up with programmers, I wanted to make my own character and animate them as a portfolio piece.
I wasn't planning on anything fancy, and I knew it would be difficult going into it. However, despite that I want it to be the absolute best I can manage as a model, rig and animation. So with that, I wanted to send this up here on the forums to hear the advice or critiques everyone had for the model.
I haven't completed the rig, and I know the rig will break the model as soon as I animate it, but I'd like the model to be in the best state I can manage before hand so fixing it should be easier, or at a minimum.
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Front with topology.
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Side
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Back
Any feedback or input would be very appreciated! I've always wanted to do this since I started class, and now after a year into it, I'm taking my chances to pull this off. I am working off of a concept, and I have the 2D turn-around of the character if that's necessary.
Thank you all in advance!
Replies
It will be hard to predict if deformation will be correct and painting weights can be confusing
Don't have to make them all straight just around the joint will be enough
Thank you again in advance, this has been very helpful!