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Games Group Feedback #3


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In this week’s games group feedback session, I showed a quick test render to demonstrate the functional rigging of my character. For the rigging I had spent far longer on it than I had planned to due to complications with animating with hair physics. Because of this I ended up returning to an older version of the model after a days’ worth of work, which left my finetuning the character rig right up to the feedback session. Originally, I wanted to create a test animation to show off, however whenever I went to animate the posing process would reveal another problem with the rig and I would have to fix it as I went. Whilst this meant that I was only able to produce a very basic key pose, it did also mean that I was able to trouble shoot the rig fairly thoroughly. This gave me a confidence when showing my work as whilst I had very little to show, what I did show was more or less a finished product that I could begin animating.

From the feedback in the session many people were once again impressed with the realism and attention to detail. This was really good to hear as it meant that I had trouble shooted out all of the unnatural deforming of the rig, leaving me with a believable pose. I also received compliments on the denser cloud that I had made, which was previously part of the feedback that I got from other sessions. The one peace of criticism that I got was that the key pose that I made for the session was somewhat stiff and unnatural. This wasn’t much of a problem as I had rushed that pose to be able to demonstrate the rigging, however it is something to note when I create future key poses for concept art and animation. Overall, I found this session to be very beneficial and gratifying after all of the hard work that had gone into the model. Now that the rigging is complete, I can finally move on to composing the scene that Adam will be staged in.

 
 
 

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