andy’s art blog

sketches, painting, and animation

Archive for the '3D' Category

Rig update 3½ - face setup

Wednesday, May 6th, 2009

For the curious, here’s all the curves, nurbs and nulls driving the face setup. It looks a mess, but I assure you there is some method to the madness, and after it’s all hidden away the controls are, I think, quite nice and simple to use.

Rig update 3 - face weighting

Tuesday, May 5th, 2009

Primary face weighting is more or less done, now I just need to sculpt corrective shapes on the eyebrows and mouth to get certain expressions looking the way I want. Here’s some test poses of the weighting so far:

Rig update 2 - on to enveloping

Tuesday, April 28th, 2009

Just for fun, I wanted to see what would happen with just the default envelope weighting applied to the finished mesh, no tweaking at all, no blend shapes. A quick pose later, and here you go:

Ok, kinda messy; but I’m happy that (excepting the blown-out areas on the head, chest and elbows) the rig has […]

Character rig update

Thursday, March 19th, 2009

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 […]

Blocked-out Body

Thursday, February 12th, 2009

Adding the Hands…

Tuesday, February 10th, 2009

Head Start

Friday, February 6th, 2009

Well I didn’t get to finish that handdrawn piece for the 11 second club in time, and I’ve put on hold until I get a better handle on drawing the character. In the meantime, back to some 3d stuff. I’m building a generic human character that will, in time, have a bunch of controls to […]