
Certainly not done yet, but the first cut at rigging the beast isn't too bad. This is all from automatic weight painting without any manual intervention yet, and there are clearly places it didn't do what I'd want it to do as well as some bones which need repositioning. BUT, for around 2 hours work on rigging it, I feel pretty good about this.
I feel like I'll likely be able to get away with the automatic weights for most of the creature if I add in some additional bones to provide "hints" for some of the areas to be painted. If I can manage that, it'll be a pretty straight-forward process to finish out the rigging work, which means on to texturing and morphing.
If anyone is interested in the workflow:
* Initial model in ZBrush (More hours than I care to admit... Probably 20+ for the original sculpt, then 10 or so for this revision)
* Topology in ZBrush using ZRemesher (2'ish hours... yeah, I am lazy)
* BUT, the human face and hands were manually topo'ed
* Skeleton created in Blender (approx 1 hour)
* Initial weights using Blender's auto-weighting
* Transfer to DazStudio via Poser (don't ask... it's a pain, approx 1 hour)
* Convert to Weight Mapping in Daz, then use it's auto-weighting based on polygroups and smoothing (< 1 hour)
TBD:
* Refinement of skeleton in Blender (2 to 6 hours)
* Repeat above steps after skeleton generation (1 to 3 hours)
* UV Mapping in Blender (approx 1 hour)
* Texturing in Substance Designer and Painter (Likely 12+ hours to totally do this)
I feel like I'll likely be able to get away with the automatic weights for most of the creature if I add in some additional bones to provide "hints" for some of the areas to be painted. If I can manage that, it'll be a pretty straight-forward process to finish out the rigging work, which means on to texturing and morphing.
If anyone is interested in the workflow:
* Initial model in ZBrush (More hours than I care to admit... Probably 20+ for the original sculpt, then 10 or so for this revision)
* Topology in ZBrush using ZRemesher (2'ish hours... yeah, I am lazy)
* BUT, the human face and hands were manually topo'ed
* Skeleton created in Blender (approx 1 hour)
* Initial weights using Blender's auto-weighting
* Transfer to DazStudio via Poser (don't ask... it's a pain, approx 1 hour)
* Convert to Weight Mapping in Daz, then use it's auto-weighting based on polygroups and smoothing (< 1 hour)
TBD:
* Refinement of skeleton in Blender (2 to 6 hours)
* Repeat above steps after skeleton generation (1 to 3 hours)
* UV Mapping in Blender (approx 1 hour)
* Texturing in Substance Designer and Painter (Likely 12+ hours to totally do this)
Category Artwork (Digital) / Miscellaneous
Species Demon
Gender Any
Size 2106 x 1750px
File Size 1.63 MB
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