@Brian "Panda" Choi You are completely right but I'm going to fix that later with skeleton pose because it will be a game-ready rigged model, so I want to have rather straight start pose and manipulate that as I want. Without a pose, he looks straight even in WoW:
In most cases the person rigging wants the model handed to them in a symmetrical pose that is fairly close to the character's normal idle pose - usually this will be the A pose - and for the muscles to be modelled correctly for that pose. If you're doing something that requires a huge range of movement or you are doing…
I've been doing some rigging for my second year university project recently, built the skeleton today! I think the legs are going to need some quite drastic overhaulage before I can add any real functionality though, anyway here's a progress shot :)
Guess i have to post too. I made this one week ago for some upcoming indie wipeout-like game. Unfortunately, I'm struggling with the texture (only high quality mode is available in maya no shader works on my rig :x )and I suck at picking colors:
yeh you were right, i wasnt using a reference. thanx for the pics, im still trying to maintain the same pose to help with the rigging that i'll be doing later, but heres some progress on the model, let me know if theres anything that looks out of place or what ever.
Ben, bounding box mode would "work" but i'm needing to see what i'm working on. espeically when i'm setting up objects for a bake, or when i'm assembling entire models or scenes in max. it just seems crazy that my rig cant handle 2mil polys. :(.
I too have felt the funk of doing things at home. But when modeling and textureing get old. I take a break and try to learn how to animate and rig. Not only does it make me a more valuable artist, but It's much more satisfying to animate a character and give it "Life".
i'd be more than happy to take a look at things.. i ask nothing in return. i'm not promising anything, but i enjoy rigging... like i said in the other thred, if you send an example mesh to 3d45john@vfs.com, i'd be more than happy to take a look into the topic..
This seems like a pretty fun idea. I would like to have a go at modelling some of the characters unless somebody has already done it. I have a few questions: Do you have a triangle count for each character? Do they need to be compatible with the standard valve rig?
I think you could rig the flick system with a custom shortcut "ctrl+c,v" you can have up to 8 flicks (8 way) I have a logitec G13 gameboard thing, yet to use it... I find the windows onscreen keyboard ok enough.