Thanks for all the good advice! I just came across a video of "FlippedNormals". This video is about the retopo of a character. I particularly noticed the position of the arms. Does that have advantages when rigging to bend the arms and wrists in this way? Or is it just about the interesting look - and the pose would be…
Hey polycount, quick update of my project .... she is almost ready, the mesh is done, textures are done, not its more about the beauty shots and a few poses. I guess I will start learning rigging again. But hey when somebody wants to rig an awesome alien, then feel free to contact me =) Anyway .. here is a turnaround of her
I haven't been back to polycount much in ages, much less commented... This is a really cool project! I didn't see it mentioned anywhere and I'm curious, are you using a bone-based rig at all or is this entirely driven by morph targets? Could this setup drive a face rig in UE4 in real-time or are there processing steps…
I'd reconsider the edge flow on the front of the boot/ bottom of the sole and instead match them up or make it a water tight mesh. Otherwise, if you are rigging or animating it, you will potentially run into issues of mesh poking through or not matching--make it 'annoying' for the rigging process and weight painting.…
That is a really good idea! I will open up the floor to anyone who may have a character or 2 who wishes to collaborate with this small cut scene. I would be happy to sort out rigging and whatnot but any already rigged faces would be a bonus as I might not get this done for my deadline otherwise! :) Thanks for the idea…
Also...your topology exists to support animation deformation & texture usage. Not just to define the shape of the model. I'd recommend rigging & skinning some things. Take those pants...rig & skin them. See how badly they deform...then retopo the "right" way and see how well they deform. This will be a major lesson in the…
thanks for the suggestion i would try to see if i can achieve it as you all said, but also i want to rig it so will this hard decimation cause any problem in topology/rig later? not that i want all perfect in order but still i never tried something like this so i wanted to know. and really thanks for the suggestion.
Hey guys im really glad i found this post, Can you guys recommend me a place i know a little bit of python already, i would like to eventually move on to automating my rigging with autorigs, UI's and such, where is a good place to start learning how to make rigging and OOP tools in maya? Best. Joe
Thanks for the comments guys. I worked a bit on rigging this guy today, just basic parenting for the parts. Anyone know of a really good tutorial on how to rig tentacles? I duplicated along a curve for them today but that obviously isn't ideal. Dis, Ferg - Still working on the tentacles, so yeah, they definitely look…
I'm calling this done D; super late and last minute. Learned alot from this though and i definitely want to do another character soon :D (perhaps during my christmas vacation?) The model was rigged by a close friend of mine. Visit his website for more rigs! http://michaelswann86.wix.com/portfolio Here are my image…