Hello again readers!
Its been two weeks since my last production update, so here is what has changed in BSG over that time period.
First and foremost, I began work on another project that I have been contracted for by one of my professors for, so I worked hard on getting a big chunk of the work done there to return to BSG full force. That said, the work that I did over this time period was largely focused on revising the character geometry to improve its rigging deformations.
The biggest part of re-topologizing the character that I finished was correcting his hands. In the last blog post, I shared that the character's torso was essentially too messed up to use its existing topology, so our character is just arms and a bust under his marvelous designer clothes. Part of the problem was that the hands had edge loops that ran from the torso into them in spiraling shapes, they had different numbers of edges between different fingers, one finger had a bevel for a different part of the torso, and they were really low poly for a character that was headed to unreal. The hands that I made aren't perfect, but they do have a consistent number of edge loops per finger, every finger's loops terminate in a straight line rather than a spiral, and its higher poly to be less faceted in Unreal. Here is a before and after:
The biggest flaw with my hands is that they are lacking a clear defined knuckle, but ideally the high poly mesh that we will project onto the hands will bring those back.
Other parts of my character work focused on revising the marvelous designer clothes to be more smoothed and deform cleaner as well, and UVing them for texturing purposes. I also kept tweaking the eyes, mouth bag, teeth, and wet layer geometry to get them to deform in the rig as well. Here is a screenshot of our fully assembled character that is now in the rig.
A teammate of mine is doing the amazing work of rigging him, and his face rig needs some finesse refinements to the mouth opening and the blink, but he will be ready for final animation very shortly! His hair is also ready for Unreal, and his hat geometry just needs to be switched into the hat rig and he is good to go!
This week's update is shorter than normal, but we should be all back in action again this week! Looking forward to sharing more updates as they happen!
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