Tuesday, December 13, 2011

Rig

So here is Tiffany's skeleton. I've decided not to use blendshapes so her face will be controlled by set key deformers. I built this rig from scratch, and put a lot of work and research into this blasted thing >_< But i can proudly say, i did it myself! build a basic rig? pffft, no problems!
But anyways, I now know how to make basic key deformers and can set up my own constrains since i now now what they actually do [ -.-*]
Also played around in connection editor when i was making the spine, neck and head controller.
Making this simple rig was a lot of work, and i really have no idea how many times i had to remake certain things just because i forgot to freeze transformation somewhere or my joints were not oriented properly. Its a tiny little step, but is very, (VERY!!!) important! Freeze all transformations, orient your joint properly before u start applying any kind of deformations on them!oh! one more thing, make sure to name everything, saves a lot of time later on and its nice to stay organized.

maps




So here is just a quick view of Tiffany in Maya with all the maps on (diffuse, normal, spec)
Original design did not have flowers on the dress, its was a last minute addition. After playing around with my diffuse map and going back and forth from photoshop to maya i decided that the dress looks boring and plain so i added some pwetty flowers to make her look as girly as i possibly could



Here is my diffuse map. I tried to clean it up a little bit, just to make it look neat. I used my normal map as a reference for shadow and highlight areas. I tried a few different approaches, zbrush, mudbox, but eventually decided to just make it in photoshop which was not as hard as i though it would be
I went through hell to get this normal map the way i want it, and im still not satisfied with it >_< but there is is, i keep going back to it and repainting things, but for now i think im going to leave it alone.