Sunday, 17 June 2012

Character Modelling, Rigging and Texturing

This is the basic mesh for my character. Rigging was a reasonably simple job, with his arms and neck being the only things to have any amount of movement worth rigging and binding to skin. His eyes and chest were always going to have a high glow material on them to act as computer screens and such. They also proved a very useful source of lighting in many of the scenes. Lighting was key in my animation as it was set at night so the luminescence of my scene and character had to be the same in every shot and also believable.
 Mesh
 Arm IK
 Skeleton
 Blend shapes were used for all his facial movements including eyes, brows and jaw.
 Example of the intensity of the light source from his chest and eyes. Texturing also visible here.
 Seeker model
Example of Seeker light source and intensity
A final render of texturing and lighting of character in a scene

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