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Summer Work: The Daily Update!

Summer Work: The Daily Update!

Nose Rig Added Eyelids Added  Brow Controls Added  Final Scene Clean-Up The Part was probably the most difficult as it uses an immense amount of blendshapes, and even though I had already named everything I still struggled to finish this sucker up. I do understand Blend Shapes a lot better, but I still need work. Apart from one bug in this rig, the whole thing seems to have come out okay.

Summer Work: The Daily Update!

Facial Rigging Start Head Joints Head Controls  Mouth Ribbon  Mouth Joints  Mouth Controls Facial Rigging (Like Rigging) isn't too hard to work out. I found binding the head and working the method for working to be very enjoyable and I really felt like I've learnt something from this. The only hard part was the mouth ribbon spine.

Summer Work: The Daily Update!

Tongue, Gums and Teeth, Added  Facial Blend Shapes Blend Shapes Intergration Eye Following Control The Cheeks have been given the "Thinning Treatment" I did implement the blend shapes and set the drivers so when the jaw rotated, the model would change. The part was also not so difficult but still took a reasonable amount of time. I do struggle with blend shapes, but that probably due to me being a bit out of practice.

Summer Work: The Daily Update!

Base Shapes  Leg IKs Foot Controls Kneecaps Hip Movement Spine Controls Arm/Hand Controls Hand Controls Master Control and Colour Coding Visibility Control Reattached Head So this was a pretty nice process, rigging. Overall there are a lot of things to be taken into consideration when doing this, how the model is made, how the model is skinned, etcetera. If you've done the work well before then this part is not very tough, but if done incorrectly this can butcher your whole model. 

Maya Tutorial: Linear Workflow

So the idea of linear workflow is to under a few fundamentals. First up is the difference between 8-bit, 16-bit and 32-bit images. 8-bit images uses an algorithm that is consistent of 2^8, creating 256 colors in RGB, so in total there would be a total of 16,777216 combinations for color. 16 but would be over 281 trillion combinations and 32 bit would be over 79 octillion combinations, so that's a lot of color. What more interesting is that 8-bit and 16-bit images will round out to a whole unit, so for example 3.4 would round off to 3 and 4.9 would round up to 5. So the image can be optimized. Now this tutorial is a little out of date as it being shown in Maya 2013, so there is only so much I can do. I understand the technology and methods Maya uses to an extent in order to render a scene and create an image. Having certain render settings either "Washing-Out" or "Bleaching-Out" an image due to it trying to recreate the original is understandable, an...

Summer Work: The Daily Update!

Ribbon Spine Created  Rig Fully Created Knee Skinning Refinement Head Connections Reworked  Fingers Skinning Refinement Arm/Shoulder/Elbow Joints Refined Neck Skinning Smoothed Ribbon Spine at Work Initial Leg Skinning Refinement Legs Fully Skinned and Smoothed Pose Space Deformers, Arms Pose Space Deformers, Wrist Pose Space Deformers, Pelvis Pose Space Deformers, Boots Model Fully Skinned Skinning in a weird way is a lot like modeling, You have to constantly refine, refine, refine, until you either get something that works or something your happy with. Like UVing however, this process can be a little hard to figure out but gets easier the longer you do it. It is important to save a lot of your work though, as well as name and organize everything, having the joints named in the skinning menus is super handy rather than having to constantly look at your model, your r...

Summer Work: The Daily Update!

Face UV Layout  Eyeballs UV Layout Eyebrows UV Layout Earmuffs UV Layout Headstraps UV Layout Head Full UV's with Texture Grid Torso UV Layout Hands UV Layout Legs UV Layout Boots UV Layout Belt Buckles UV Layout UVing isn't so much a pain, but rather tedious, how to see what works and what doesn't. The Grid really helps with finding out which spots need to be refined, fixed or redone, as for the UVing process it's not too bad. As stated finding which method to unfold this with can be a little tedious but overall I've got a good result.