On Wednesday, I imported the base colour into 3ds max and began rigging the model. I had my previous model's rig open to use as reference as I set the wights accordingly. This is also when I duplicated the model and created the expression morphers I wanted for this character's idle animation.
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Weights and morphers |
For the morphers, I made a a half blinking and a blinking model, so that the eyelids wouldn't clip through the round eyeballs as much, then I created closed mouth and smiling morphers, as well as an "eye smile" one for good measure.
Once again I had to deal with the issue of texture stretching in areas around the eyes, where I had to prioritise between how much I could move the eyes and with which verts, the stretching of texture around them (like the eyelashes stretching downwards instead of all of it being moved down) and how much I could distort the fur markings around the eyes to compensate for that.
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