rigging only after all texturing, modeling plarps are done, if i want to go back after rigging its pain so i basically am sure if i really want to rig or not.
I've never rigged a model before texturing it. I adjust the geo and UVs after rigging if I have to. I've never had to adjust to such an extreme degree that I ended up with texture stretching.
My workflow for characters is close to Verm's with a few differances. I do use symetry but only early on. - Model - Unwrap with temp texture - Temp rig select areas, attempt to fix stretching, re-unwrap select areas - Final rig - Pass on to 2D and start animating So to answer the question, yes. I do them at almost the same…
no thanks. I rig at the end. I always modify the mesh when I texture, like 99,99999% of the time. And working under a physique or skin, is well hell. so nokthanks.
[ QUOTE ] Verm, which program are you using? Max is a bitch as people are pointing out. I cant tell how manytime I have saved out skin points only for it to not work even on the same unmodified model. Many times, you still have to almost redo most of the rigging. If we are doing it wrong, then can you list the methodology…
[ QUOTE ] no thanks. I rig at the end. I always modify the mesh when I texture, like 99,99999% of the time. And working under a physique or skin, is well hell. so nokthanks. [/ QUOTE ] Clearly you are doing it wrong.
You could go either way. An advantage doing the rigging first is that you can modify the geometry to improve deformation if need be, without swearing like a sailor about how you just messed up your uvs and texture maps.
Verm, which program are you using? Max is a bitch as people are pointing out. I cant tell how manytime I have saved out skin points only for it to not work even on the same unmodified model. Many times, you still have to almost redo most of the rigging. If we are doing it wrong, then can you list the methodology in max?…
Vig's comment about remapping just a few areas reminds me of a good point. Since I am teh old skool, I think of remapping issues being slightly catastrophic - having to alter entire limbs if the joints don't deform well, etc. The models I build these days have ten times as many polygons as my original work, and I can…