This Assignment has been a huge eye-opener for me, it has taught me many new techniques when creating a working rig that can be animated and textured. Along the way there were many mistakes made and multiple errors that came up, however there was one that kept showing up that ultimately made the final rig lose quality.
When exporting the rig as an .FBX, an error showed up that said something along the lines of “75 complex animations found in geometry, 1057 samples taken.” This error broke the head of the rig by displaying the low poly version of it instead of the high poly when importing it into Unreal Engine. It also stuffed up the head’s UV so that the texture couldn’t be applied properly. I believe this error has occurred because of one of the constraints in the skeleton, because when I deleted the skeleton and exported the rig, it turned out perfectly as a static asset.
If I had to do this assignment again, I would work on looking into the pipeline further and get a better understanding of it. This way there might be a chance of me avoiding an error such as the one I came across. I would try and get the proxy geometry and rig finished as soon as I could so I could work on creating a better quality Hi poly version with a much higher resolution texture set. This way the final rig would look a lot more impressive and beautiful when animating it. Although, I am very happy with how the textures turned out on the static model of the robot.
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Another thing that I would like to do if I did this assignment again would be to create a more humanoid character and learn a lot more about the sculpting process.