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Soul Wanderer Blog Post #4

  • Writer: Jacob Tatro
    Jacob Tatro
  • Mar 6
  • 2 min read

This week was our last week of research and development and I decided to tackle rigging. I started with downloading a bunch of rigs from Agora Community just to play around with them and see how they worked. They all had very similar controls and different ways of toggling visibility for clothes and objects. Afterwards I looked into an add-on I've heard about that is built into Blender called Rigify. It allows you to create pre-made bone structures into your view port then you apply the parents to a mesh and it creates a rig with controls you would need! This tool seemed really promising and would make rigging our characters a lot easier.

I used a base mesh that I found for free since I was still in the process of sculpting and modeling the Archivist model. I want to look further into rigs in Blender because of the layering we're going to have to do with the objects and clothes on Archivist. We decided that all of the clothes will be modeled with the cloak being a simulation. I also looked into different modeling styles used in films and put together a Miro board for the group so we could have a conversation about what kind of style we want to use for modeling objects.

We're going to be modeling one hero object in multiple styles to try and figure out which one we like the look of best. This will also inform some of how we do textures, trying to find a balance of really good models and textures that support that or more simple models with really good textures. Going forward I'm going to continue to model archivist and check in with Paul to make sure the topology is good. I am sculpting the base mesh in Z-brush then I will quad draw it in either Blender or Maya.

 
 
 

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