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I had to make a few more adjustments to my rigs (the high poly one of the triceratops babe's nutz are a bit weird and not sure why, but I'll fix that).

These are the high poly models animating- I'm animating with the low polygon models since it's much, much more responsive so this is neat for me seeing the lil details on all the polygons (like the flex the donk does as he adjusts himself on her thigh)

I've blocked out a lot of the camera motion too, so it starts out focusing on the goods, looks down for a bit so we can get a glimpse at the scalie boy's legs/feet) and then the cam goes back up to show some more action but I haven't animated that yet

So yeah this is very early, I haven't even added any animation to the babe yet- and I would like the make her thighs have more "fleshiness" to them, but that's something that I have an experimental idea for but not sure how I'd implement it... yet

(the idea being using a lower polygon "cage" mesh with it's own rig where the bones deform certain points on the cage, and the full detail mesh is bound to that so you could get simple, yet effective mesh deformation without shape keys or anything)

Anyway, very early, very wip, hopefully I can get some more of this roughed out soon.

Sorry I've been silent, just haven't had anything cool to show or talk about >_>


Well this is kind of interesting I guess from last week- I made a big change to how I rig the meat! Using rings of bones around certain edge loops to give the illusion of skin that can slide across the stiffness below. I also added some nipple/chest bones to have better pectoral and shoulder deformation using damped tracking constraints.

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