So I just published my first video in what will be a series looking at all the various steps and techniques involved in creating a production ready character for animation.
At the moment I’m using the total rebuild of the base mesh that I’m doing, which while much further advanced then a little ‘elbow topology’, I want to make sure that everything works as expected later in the pipeline before presenting a video on the topic.
Hence, don’t expect a sudden rush of new videos, this is going to take a bit of time. On a plus side, I already a long list of tips, tricks and techniques planned, so there’s no shortage of topics to cover.
Anyway, here’s the first one, I hope you find it useful.
Rather then start a new thread, I’ll just add it here.
The second video in my series is now up which continues with a more general look at topology based on what was covered in the first one.
While this is likely the last on topology as it’s own video, there may well be additional info covered later as it relates to other parts of the process.
Next up we will take an initial look at rigging, there’s more to consider then you may think.
I assume this part is a good thing, well likely not so much for Youtube stats, etc but I don’t see the point in wasting peoples time or making something longer then it needs to be.
The next video in my little series is now live. This time I start to take a closer look at the face rig and how you can improve your animation control by just making some modifications to the base Rigify metarig.