today i continued where i left off yesterday, quite seamlessly too, which is a surprising amount of energy i was able to spend on a regular work monday. we'll see how that works out for me later this week. anyways.
today's mission was to get the head rigged and poseable, finally, and i am very happy to announce that i did achieve exactly that. took me about 2.5 hours in total, which for all the issues i still had to fix and all the weird stuff the rig decided to do or, especially, to not do, is quite decent.
the first step i had to do today was give my man some teeth. my rig addon uses them, and also as soon as you want your character to open their mouth even slightly you need a mouth interior for it.
so i got some teeth for him.
looks very weird when in this weird x-ray mode, but you have to place them some way and this is by far the easiest. there is a specific teeth placement and mine don't sit quite right i think, but it will do for now.
the strange balloon shape behind the mouth is what i and at least a handful of industry professionals call the mouth box, basically a surrounding shape for the mouth interior that's closed off so you don't get weird light artefacts or anything. i modeled that before putting the teeth in, that's why they don't fit, but since he won't ever open his mouth wide enough for anyone to actually see inside i deemed it fine for now.
the addon i use is called autorig pro, which does a LOT of the rigging by itself and which has proven to be one of the most valuable addons i've ever gotten. a face rig is no joke because there are so many small details that need to be moveable in varying directions, and it would have taken me a weekend at best to do it all by hand. the addon, however, lets me place a handful of points around important landmarks, which ends up like this:
and then i click some buttons and do some corrections and tinker a little here and there and ta-da, the face rig!
the fun colorful shapes you see are the controllers or drivers or whatever you might want to call them. they're used to drive the rotation, translation or sometimes also scale of the bones that in turn drive the mesh deformation.
basically what this rig does is keep the geometry intact and let me revert back to base whenever i want, all while finally allowing me to pose the guy.
so of course i had to open the mouth and see if everything worked out teeth-wise, which produced this weird thing:
i mean. his mouth is open and his teeth are there and my outlines are getting fucked up all over the place, which i have no clue as to what the reason might be. oh well.
anyways, the rig works. it deforms a little weird around the mouth, which can be fixed by manual adjustment and is something i didn't really care for on a monday at 10pm. i'm doing this to learn the workflow and to go from ipad sculpt to fully posed characterr and take every step along the way in the correct way, which i'm hopefully doing. at least learning to do.
so, naturally, instead of putting him into a regular pose i decided to do a full animation test. you know, because i like to suffer.
kidding. i like animating things, actually. i think i have a decent eye for movement and movement details, and also i like making micro-adjustments and keyframing the shit out of them.
the animation turned out quite good, i think. spoiler. i'll post it as a standalone because it kind of is a finished artwork and needs the proper tags.
so all that would be left for this character is, in theory, painting a texture map for the skin. not to make it look realistic, but to add some color variation for e.g. the lips or around the eyes. just to make it look a lil more interesting. not sure if i'm going to do that, though, or if i'd rather start on the next head sculpt.
it's said that you need to sculpt around 100 heads until you're at least somewhat comfortable with it, so that leaves a mere 98.