rigging

Rigging tool experiment 3

Continuing with the rest of the year goal to level up my rigging/modeling skills, with rigging goal to level up both manual and knowledge of using auto rigging tools, I created another 3D model. Still in September, I got to play a bit of a game called: ”Spiritfarer” from Thunder Lotus studio. It was a completely different feel from the previous violent games I played like The Last of Us 2 and Ghost of Tsushima. The pace was much calmer, there wasn’t violent, bloor or gore. I loved the 2D style, ofcourse in particular the main character Stella. Like my previous model I created this year, I started with sculpting in Zbrush and retopo in Maya. The challenge of this time was creating a better facial loop for animation and for the first time ever, sculpting hair. Both were not easy. I tried to use a hair sculpting tool and manual sculpting. When retopo in Maya, I tried to be mindful about the memory cost and kept the mesh as light as I can with my current modeling skill.

This time I experiment rigging with mGear again, I can’t recall what version was it but the main point was to see if there were any updates to the rig system that improved certain features that 2.52 lack (an old version we used at work) One of the tests to see deformation flexibility that I did was to pose out Stella hugging Aang (made by Rigstation) I thought it was perfect since Aang can visit the spirit world. Stella in the game is known for being a hugger. This was a perfect opportunity. I didn’t have time to do more than a couple of simple animations but nothing worth showing.

stellaRIG.JPG

After this experiment, I started to realized something: It would take a lot more practices and training to get better at modeling/texturing. As much as I really enjoy doing it, I realized the skills are not as essential to my career as an animator. They are nice to have definitely but animation already require a lot of time and training to get good, splitting up the time that I do have began to feel not as beneficial. My animation skills still need to get better, which require more mileage, more time spend into it. I decided to to leave modeling/texture goals in the back log in order to focus on skills that will benefit my future more.

Modified eyeball

In May, Kiel Figgins released two new amazing character rigs: Nora and pet. I love the appeal of the characters but I thought to have a little fun with the pet rig. In particular, I thought of having an eyeball could help the pet to be a bit more expressive. With respect to the modeler and Kiel Figgins, this was just my own personal exploration.

petEye.JPG

I made a quick animation to show the eye rig modification for my own amusement. Having the eye gave the pet a bit more expression that I thought brought a bit more personality into him or her.

Glitch Techs' fan art experiment

Glitch Techs was a new animated show on NetFlix back in February 2020. I fell in love with the energy and the characters in the show. It was all about video games, imagination, adventures, teenage shenanigan with heart warming connection between characters. Overall, I felt like a kid again watching the show, in a good way.

Miko was one of the two main character and I thought she was such a good character. And with the goal of leveling up my 3D modeling and rigging skills. I pursued this month long experiment.

The process:

Using what I was learning from Shane Olson 3D Character Workshop, I created the initial blocking of her our of basic shapes. Then slowly I built and separated her into subtools in Zbrush. I also created her pet’s “Ally” with the goal of rigger them both.

Set1.JPG

I continued with Miko first. I learned how to Retopo in Maya. I actually enjoyed this process, however, I was still learning to make good edge loops for animation. These are not so great, specifically the face area but all part of learning.

I then created her binded skeleton. After testing out the initial binded skeleton worked well. I started creating controls for her. I was experimenting with different colors with the ctrl shape that I realized later not the usual practice in the industry for good reason. I also modeled and rigged up her guanlet which was a savy tech used to give her armor, gadget and weapon to deal with the enemy glitches. (the show was very much like a Ghost Buster feel)

set2.JPG

I wanted to make sure that she has the ability to select different weapons using the Gaunlet and also a glitch affect would play when she does weapon selection. All of these attributes selection were added in the Channel. Because this was an experiment, I was not concern about whether or not she will work in game engine.
Aside from the gauntlet, I gave her a Cloud’s sword and his Cauldron because I was playing FF7 remake during that time. It was a great game that reminded me of my younger days playing the original. I wish it was a one complete game instead of parts…I will play the future parts anyway. I also blocked out and animation being inspired.

My old artist’s signature can still be seen in the early 2020.

I was starting to get a lot of lewd content users’ followers and attention. I had one person even asked me if the model will be released for free. Upon looking into his profile, I saw that he used 3D models he found on the internet to make porn content out of them. I then found out about “Rule 34”. I never thought people would get off on a 14 year olds character from a cartoon show. I was feeling very unmotivated afterward. I decided to take a break.
Originally I was planning to release the rig for educational purposes, but after having found out about the lewd contents of Miko character, I no longer had the drive to continue doing so. At the same time, work was picking up so I ended up putting her project in the backlog. I will return to finish her up in my own time and for my own purposes but I will not release her out there.