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Bringing Otto to life with Rigging

The first character rigging project. I initially crafted this character in Zbrush and then decided to do the retopology and rigging it in Maya. The mGear toolset proved to be a helpful method for rigging the body, while the facial rigging was mostly accomplished through blend shapes in the shape editor. The high poly clothes are deformed by a low poly version what was skinned to the bones.

Being my first attempt at character rigging, I felt that there is ample room for improvement. The facial rigging could have been better, but it was limited by the low-poly mesh. I was hesitant to create a very dense mesh due to concerns about model performance, and this limitation affected my model.

Despite the mistakes I made, I am proud of what I have achieved, and I look forward to exploring more in the future.

Softwares:
_Sulpt : Zbrush
_Retopology, Rigging, Animation : Maya
_Texturing : Substance Painter
_Render : Blender