These past few days I've been working on getting Vince ready to animate. With only a few more adjustments left around the head and chest area he should be up and running within a day or two.
Rigging this time around has been more or less a painless affair but anyone that knows me well enough will tell you that I actually don't like rigging very much. Actually I kind of hate it altogether. Other than the satisfaction of building, rigging, and animating a character from start to finish I'd prefer there be an automated way for us animators.
Rigging this time around has been more or less a painless affair but anyone that knows me well enough will tell you that I actually don't like rigging very much. Actually I kind of hate it altogether. Other than the satisfaction of building, rigging, and animating a character from start to finish I'd prefer there be an automated way for us animators.
Because rigging a character is a troubleshooting process, just when you think the rig is behaving properly, you move an arm and realize suddenly your character has bat wings. It's annoying yes but I'd be lying if I said it didn't provide some hilarious results at times.
Below I've posted a few images of the Vince and what he's looked like through out this entire process. I've always like to look behind the scenes of a project so I figure someone else might like it to.

Ambient Occlusion render. "Baking" an ambient occlusion map will add extra depth and dimension to a character. You'l notice that there isn't very much color yet the character is still readable. An occlusion layer overlaid on top of textures and normal maps often time will result in a nicer looking model.

This is the first texture pass for the shirt and pants. At this point normal maps have been attached and you can see it adds nice folds in his shirt and pants without adding extra geometry to the model.
This is a shot of Vince, with rough pass at textures and added normal and occlusion maps. I'm sure its obvious it doesn't look that great. The normals look too "hot" and artifact because no proper lights have been added to the scene.



Finally! After fiddling around with some parameters I managed to render the image you see above. The render to the left was still a little dark so after some contrast and color correction I achieved the render you see on the right.


Rig updates to follow in the next few days.
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