andy’s art blog

sketches, painting, and animation

Character rig update

The mesh is nearing completion, and I’ve figured out most of the rigging problems I’m likely to face; in theory at least. I’m still tweaking the face design; I don’t want to go too design-specific for fear of limiting the model’s ability to be modified with shapes and sliders and such later on.

I’m also putting the final touches on the hand topolgy so it will crease and bend in the right places and not look weird, but still keep it fairly stylised. The challenge has been stiking a balance between having enough topology and correct anatomy for when the thing moves and deforms, and keeping the shapes and design simplified to look clean and appealing.







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