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| BPR Render in Zbrush of Hi-Poly |
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| Low-poly render in Arnold |
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| Zbrush Final Progress |
First I created my animations in Maya. Trying to make a jump with the IK rig was... interesting.
I eventually got the animation to retarget after some mishaps. I think I might've not chained this correctly. It's kind of hard to tell what's Zangief being Zangief or if it's just user error.
Then I put my animations into the scene, imported some set dressing assets from FAB, and recorded the video!
I have a video showing my hierarchies/final product here!
As for process, first, I created the joint structure for the rig. I had to use the move skinned joints tool later to edit some pivots and positions a bit.
Weight painting was somewhat difficult but I somewhat enjoyed doing it by hand. The hardest part was trying to get accessories like the clothing straps and arrows to behave correctly. I ended up assigning the arrows to the spine middle controller and that worked pretty well. Lots of back and forth was had before that point though. I ended up doing both sides by hand because I forgot which direction the mirror weight painting would affect the mesh.Next time I would position the clavicle joint further inside the torso. I kind of made my shoulder joint too low by accident. I would also make the knees slightly lower. Other than that everything worked pretty well! Creating the constraints and hierarchies was kind of soothing by the end. I enjoy the repetition.
Final product:
I made sure that the skull would flip 180 degrees with the on component overlap node. I tried to make it turn around when the player exits the collision box but I couldn't figure that part out fully.
I made the material for the skull and made sure to promote the base color to a parameter since that was the aspect of the texture I wanted to change. I used the title "BC" for base color because that was easy for me to remember + type quickly.
Then I had to experiment with the timeline and linear interpolation nodes in order to make the base color fade from red to white upon player interaction. It took me a while to understand how the lerp node was supposed to work with a vector parameter.I wanted to experiment with a light that changed over time just to make sure I fully understood how to use lerp nodes and timelines. It took a long time to get this to fade correctly over a period of five seconds.
First Pass Lighting I wanted to make the mask feel as though it had glowing eyes. I chose to use warm lighting for that to emulate some of t...