Showing posts with label Maya. Show all posts
Showing posts with label Maya. Show all posts

soma - mada rig updates

A large update in small form !


Alrighty ! Rig is done basically. I need to still add eyelid bones and get the controls for them, but aside from that everything is done and working well. It took me forever because I was determined to get all the LRA's set up properly ! I am in the process of skinning Mada right now. I also went back and gave her teeth and a tongue finally ! Alongside this I decided to add fake speculars onto her face and hair to aide a focal point. I'm gunna add corrective blend-shapes for face expressions & hair to save on a surplus of bones. The spine has a twist rig in it and both the knees and the elbows have pole vectors in them to stop flipping, as well as being double jointed.





Adapting Les Parapluies de Cherbourg - Base Poly Models (Both Scenes / No Normals)



I've made all the objects; rigged + skinned Genevieve's model, normal maps are not visible here however Genevieve has full normal maps baked, and the umbrellas also have normal maps. 
Next is to finish placing the objects around Genevieve's hands and then I can move on to texturing. Everything is UV'd and shared across a handful of 2k maps. I've got the cameras set up around a focal point of 60.


「Maya Tutorial 」- Maps Part 1: Base Normal Maps



 When applying the normal maps onto the models I noticed they were not displaying properly even though the normal maps themselves were fine. After using normal maps with my fish model before I learnt that this specific issue is with the lighting causing seams at UV edges in Maya 2016 caused by the new colour management setup (I believe..). In order to fix this you must change the settings of the bump map file as shown below:

Set Color Space to: Raw
Tick the box that says "Ignore Color Space File Rules"
Then reload the image.

「Maya Tutorial 」- Modelling Part 3: High Resolution


< Bevel levels at dangerous highs >