This week was another busy one, moving towards getting this model into a working state because I've lost all sense of priority and have gotten way too invested in this.
The first thing I did was add the facial bones using bendy bones. This took a bit of time but the results on it are even better than the pirate model I first tried this on. The expressions are nice and elastic, and give a wide variety of poses to work with.
He does still need a tongue though.
The hip and rear controller bones actually took an entire day to set up on their own. I had to trouble shoot it a ton due to a mix of improper hip and knee placement, and incorrect drivers.
In the end it was worth it, the deformation is very natural and lines up with the V-line well, and can handle more extreme poses well.
Also for this character, I decided to model toes, because I honestly couldn't think of a good pair of shoes to put on him.
Also hair physics!
To do this, I assigned the majority of the hair vertices to a pinning group with cloth physics with different weightings, essentially varying the stiffness of each strand to reduce clipping and inversions. The result is that the hair is still springy and responsive, but the effect tapers in stiffness from the root to the tip.
And finally a quick one was just modeling the shorts. This part was really simple, as it was just duplicating the faces of the legs and scaling along the normals, then mirroring. The weighting was already assigned to the rig because it was a duplicated face, so I didn't even have to re-rig it.
And just like that he's all coming together. The painting is cleaned up, the modeling is mostly done, and now the majority of the work is going to be rigging the fingers, then texturing and shading.
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