rigging

Character Asset 4

Since the last entry I have completed both the retopology of the character and the rigging.

The completion of the retopology was fairly simple, as all that was required was to mirror the mesh and attached the central vertices together to form the completed, symmetrical character model.

When rigging the model one problem I found was that, because of the low-poly nature of the torso, moving the character’s arms would have a large effect on the polys in the armpit area and down the side of the torso. This was somewhat fixed by reducing the effect radius of the bones within the arm, though even when reduced as low as possible, slight movement could still be seen in areas which wouldn’t move. It is my hope that the robe will be enough to obscure the deforming parts of the mesh when the character moves around.

By the next entry I will have transferred the character model to 3ds Max and started UV mapping

character (maya) 10