question 1 : Yes. Use the same topology for all heads, treat each new face as a blendshape and simply apply that to the base model - the expression / phoneme blendshapes will ride on top of that. The faces do need to be fairly similar in shape to prevent bad stuff happening but in sensible use cases it's very effective.…
more updates.. rigged.. playing w/ cool poses.. there are issues w/ the rig, but I'm doing my best on that... @ Joshua-- hey man.. I hear ya on the glowiness. the texture bleeds out a bit and the texture get's a little muddy... It has a bit to do w/ the shader I'm using.. I will probably end up going back to my original…
Thanks guys for all the encouragement! I have to admit, I'm starting to get just a little worn out on bunny helmets. Here is the refined version. These are the final design drawings before I model. I'm also going to make removable jackalope horns for the helmet. Here is a spin of the rigged bunny. There are a lot of things…
Thank you for taking the time to reply! For the anatomy, looking at it now i can see i need to do a lot more to it. The top of the quads are extremely block like. I did try to take care with the muscles during the base mesh, but ended up not defining them enough during the sculpt. I'm also no longer a fan of the original…
Yeah you're right, i can just shrink the UV's in that area and leave it pretty devoid of detail as it won't be seen 'cause of the flaps. As is stands though there is no need to worry about animation because they're just going to be rigged 100% to the hips. Currently you can't make your own rigs for oblivion so i'm stuck…
I managed to get it done by rigging up a lot of vines, I am ashamed to say the solution was pretty simple. Rig, skin then use the IK-Spline handle tool to attach them to the curves on the arms then you can scale the vines along those curves by keying the joint scale as long as it is kept uniform. Can also animate the IK…
The best way to get critique around here, is if you could upload each individual shot to syncsketch. That way we can scrub through frame by frame and give more precise and exact feedback. One big thing that stands out, are the empty frames you're leaving in the clips.. The video should switch on to the next clip on the…
What is important is a consistent balance of function and form. You can stylize things heavily, but consistently, or you can build supporting functions that justify a form (like the sweet M16/katana sheath in the article I'm linking) http://platinumgames.files.wordpress.com/2012/12/e6b1bae5ae9ae7a8bf5.jpg…
I rig and animate faces, personally they aren't that big of a deal in either case. I do prefer them closer to the mouth than the nose because that area by the nostril can crunch kind of weird, it has to fold in a particular way and having a weird poly there can cause issues if it doesn't fold the right way. Down closer to…
Done Done! Rig and marmoset setup is done! I got a little caught up in learning a bit of Rigging, so apologies for going dark for a bit! Also, I decided to have a go at making he's first prop; Onoki's particle style Jutsu! The last thing's I need to do now is explore some poses, Do some research on how to nicely display…