Toolkit 2 3D: Rigging and Problems

 The next steps was to do the texturing, at least it was meant to.



At first, I tried to texture the WHOLE asset which felt slow, difficult and laggy. I had a fear that I may cause the system to crash entirely if i did this. So..

As shown here, I started on the skin and the shoes with the base colours using substance.
Changing from material to base colour and painting over using the poly fill tool.

I brought it back into Maya afterwards and added the base colours of the clothing in Maya to get a feel for the design. Next came the rigging. I already had a rig in preparation but what came down next was the fingers. Using the SKELETON menu and CREATE JOINTS tool, I connected the wrist join to each finger.
I was aiming to create a fist-like motion with the design so I had to rotate the axis on each joint. Specifically the Y axis, making a right angle shape facing upwards from the finger as shown here.
ISSUES:
- When posing, I noticed that the mesh had began to deform when it came to the jacket, almost breaking apart depending on the movement. I was attempting to create a shoulder-rolling action with a clenched fist and noticed these.
Attempts to resolve:
I tried using the PAINT SKIN WEIGHTS tool to prevent the jacket from moving with each joint I alter. However, it led to this spike like glitch that only made matters worse and couldn't reverse it easily.


Inevitably, I was forced to reset the rig with the AUTO rig tool and readjust all the limbs. However, due to time, I can't focus on the hands just yet. This could change.

REFLECTION:
For next time, I will make sure to pay attention to what I am outlining with the PAINT SKIN WEIGHTS tool.

Furthermore, when it comes to UV and Substance, I need to make sure all the UV for each layer is perfectly placed before combining the layers or else it leads to overlapping and can be tedious. I have encountered this issue and I am now sorting out the UV.

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