Vulkanian Revisited Pt.2

DEC 5 2009

vulkanian_basic_rig So I’ve been basically working my ass off on this one so I could use it for a project due this coming monday. I can say that from unwrapping this model (which took me nearly a week x.X) I know how NOT to model a humanoid character, while I’ve cleaned up a lot of the triangles, 5 sided polygons (anything but 4 sided is a no no), stray vertices and overall shape of parts of the model there are still parts of it that need work but I’m at the point where this being my first humanoid character model ever it’s probably pretty good since without NURBS or Turbosmooth it clocks in at about 4,358 polygons which is a good number for a low poly model. Now I just finished putting together and implementing a basic rig for this model, next step: Skinning, this is where I apply the skin modifier where the mesh is directly manipulated by the IK Bone system that is the heart of the rig, and the most time consuming aspect of that process is adjusting the Envelope. This is what tells the modifier whether to warp a certain part for example an elbow to higher extent then say the mesh where the forearm is.

DEC
5
2009

Categories

vulkanian_basic_rig So I’ve been basically working my ass off on this one so I could use it for a project due this coming monday. I can say that from unwrapping this model (which took me nearly a week x.X) I know how NOT to model a humanoid character, while I’ve cleaned up a lot of the triangles, 5 sided polygons (anything but 4 sided is a no no), stray vertices and overall shape of parts of the model there are still parts of it that need work but I’m at the point where this being my first humanoid character model ever it’s probably pretty good since without NURBS or Turbosmooth it clocks in at about 4,358 polygons which is a good number for a low poly model. Now I just finished putting together and implementing a basic rig for this model, next step: Skinning, this is where I apply the skin modifier where the mesh is directly manipulated by the IK Bone system that is the heart of the rig, and the most time consuming aspect of that process is adjusting the Envelope. This is what tells the modifier whether to warp a certain part for example an elbow to higher extent then say the mesh where the forearm is.

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