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File: WIP1.webm (2.33 MB, 1152x704)
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Rate my rigging game?

Custom basemesh rigged in DAZ.
No morphs, JCM's, TriAx weightmaps etc. Just basic general weight map rigging.
Almost 300 bones in total.
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>>709841
Trapezius muscles moves too much.
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>DAZ
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File: WIP2 (2).webm (2.88 MB, 1152x704)
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another view
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>>709847
Impressive work. Looks really good.
Might even be a bit too much deformation, unless you want to go for the 'slightly exaggerated' style.
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>>709848
I wanted to mimic muscle movement as real as possible with basic rigging. The basemesh is created as if it has no skin, all superficial muscles are there. With a full body morph I plan on erasing all the muscle details to mimic skin so it should wash out some of the extra deformation.
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>>709849
>as if it has no skin
That's explains it. Well done.

You should just check if the trapezius moves that way. If I recreate the motion (arm goes down), the muscles don't raise as much unless I flex it deliberately.
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File: Untitled Project.webm (2.1 MB, 1152x704)
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>>709850
Depends. There are 2 joints acting on the arm rotation:
- the clavicle and scapula duo (which attach at the sternum)
- the humerus itself (which is attached to the scapula)

The trapezius is attached to the scapula so when just the humerus and the scapula remains still (almost impossible to do in real life) the trapezius shouldn't move at all.

The first 2 videos show all the joints of the arm (from the clavicle to the fingers) move in unison. In this video the humerus and clavicle move independently.
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File: Untitled Project (3).webm (2.8 MB, 576x352)
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leg
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>>709847
Really digging the pronation/supination, well done anon
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>>709863
good leg
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>>709841
looks good, what is your bone setup for the shoulder?
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>>709841
>Almost 300 bones in total.
Is it how it's done these days?
Not a rigger/animator, but I thought you guys were using muscle deformers.
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File: Untitled Project2.webm (2.18 MB, 576x352)
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>>709927
As far as I can tell no. This took a really long time, almost, 2 weeks for the rigging itself, because there's no tutorial or example of something similar out there. It was a trial and error process.

>>709884
Thank you.

>>709917
Trade secret. However I am pondering whether or not I should sell it on Daz3d, though.
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>>709940
You don't sell trade secrets. You sell what you make with them.
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>>709863
Is the forward leg flex correct, like for an athlete / gymnist or something?
I've observed with most human females when kicking that their leg flexes like 90 degrees forward they also bend their other leg and lean backwards (all happening reflexively) while maintaining their balance by tilting their torso forward all as a way to compensate for the lack of range of motion for a knee high kick
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>>709841
how will this be used?
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looks like baby first bind, what's your point
>Almost 300 bones in total.
lol what a retard, dazlets never fail to amuse me
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>>711086
Jesus can walk on water but can't use the power of land for his life as land is a rapist, and christ is the victim.
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>>710688
>Is the forward leg flex correct, like for an athlete / gymnist or something?

Limits can be adjusted. The humerus/ulna articulation is akin to that of an action figure, the bones fit together like a proper hinge. The range of motion is limited by the bone itself.

The knee is not like that so the range of motion is limited by tendons and muscles. Some women exhibit a hyperextention because the tendons are not that strong, their leg look like that of an ostrich or something.

>I've observed with most human females when kicking that their leg flexes like 90 degrees forward they also bend their other leg and lean backwards (all happening reflexively) while maintaining their balance by tilting their torso forward all as a way to compensate for the lack of range of motion for a knee high kick

Women aren't built for sports. A top female olympic athlete can't even compete with a male teenager. So it's usually a terible idea to use them as any sort of example of proper movement (unless it's pole-dancing).
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>>711086
homo alert
ready the tall buildings and stones
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>>711086
Show your work
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just learn maya dude, you are wasting your time
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>>711442
there are zero examples out there of maya rigging that are similar
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300 bones is way too many
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>>711456
Guilty Gear Xrd characters have between 300-400 bones.
The models from the 2020 games will probably have more.
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>>711456
It depends on what you plan to do with your model.
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>>711512
not the best example
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>>711452
You're following a tutorial or something? Maya rigging is powerful enough, you can copy whatever other tutorials you're following in any other software and easily apply it to Maya
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>>711544
I don't doubt that. Yet nobody has ever done it before, I have looked everywhere. No tutorials or examples whatsoever.
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>>711552
>Yet nobody has ever done it before
You obviously don't know what you talking about.
>I have looked everywhere.
No you haven't, because you can't.
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>>711562
Show me one example of something similar, then.
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>>709841
Where did you take this mesh? I want it.
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>>711566
similar what? are you aware your shit is just a generic human rig/skin?
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>>709841
copy all 300 bones until you have over 9000
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>>711606
no shit, sherlock, that's the whole idea
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>>711592
Help please, friends.
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>>711442
Fucking this, this rig looks like a FK based nightmare with well painted skin weights.
I hope it's not finished because i see no controls or basic shit you can easily make on maya.
>>711452
god u dumb nigga
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>>709841
Source of the model, please...
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>>709940
If you sell it, I'd buy it
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>>709846
Found the blendtard... Go eat a brick.
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>>711648
custom

>>711629
There's no example of something similar out there. I'm begging you to prove me wrong, show one example. It's not a brag, I wish there were examples of something similar but there's not. I had to spend days on something that might be a complete waste because nobody tried it before. Thankfully it all worked out in the end.

if you think this was created using morphs or something akin to Maya Muscles you have a lot to learn
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>>709940
>Trade secret
The hubris of those who are fearful that they will be replaced. Real artists have no fear of free information sharing.
Some of the greatest artist who ever lived wrote extensive manuscripts on how they accomplished their work. If you are not willing to share information than you will hide in your corner and rot. So either answer the question in earnest or leave
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>>712082
What? Ask Pixar to release Presto then. Ask any TD to release his scripts and tools. Good luck with that. CG is an industry more than it is art. Not that I think OP's idea is good but he has reasons to keep it secret if he believes in his work.
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>>712082
Nice try, Disney. I hope China buys you out.
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>>712084
You are confusing two things, OP is using techniques with established tools not creating tools.
The point of free information is to expand art as a concept.
Not sharing information leads to artists needing too reinvent concepts or techniques and usually not as well.
Expanding your own and other artists skill should be the goal of every artist.
Especially something like rigging as the material out there now is outdated or of poor quality.
Also, when you hide your technique you also hide yourself from critique...perhaps there is a flaw with the technique or some area in which it can be improved that one is not able to identify without another set of eyes.
3D is no different
Here is a presentation explaining exactly how an artstyle was achieved for a groundbreaking game art. https://www.youtube.com/watch?v=yhGjCzxJV3E
If this TA for a multimillion dollar company was able to public reveal 'trade secrets' on stage in such a profound manner than OP seems almost pathetic.
This thread is no more than a 'hey look what I can do 4chan!'
So I state again, if one is not willing to discuss technique than they should not post
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>>712090
For every person / studio making their work public there's another one keeping it private. What's the difference between a method of doing something and a script or tool? They're both assets. If OP has a reason to believe his method can make him money then it's not such a bad idea to keep it secret. Besides, his method sounds pretty crappy. The less thing the CG industry needs is more amateurs making tutorials with harmful practices. There's a very clear method in the industry for realistic rigs and it's the furthest thing from what OP is doing.
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>>712090
>Here is a presentation explaining exactly how an artstyle was achieved for a groundbreaking game art.

They revealed their secrets AFTER THE FACT, moron. After the game was out any idiot could've reversed engineered their method by ripping the game apart.

During the presentation itself the guy flat out refuses to reveal the other stuff they're working on that will revolutionize the fake-2D method. It's not as if they figured out how to do 3D manga effects that look like 2D cell-shading work and used it in an IP they do not own and is also as famous as Star Wars.

You don't understand the first thing about marketing. "The Art of The Deal" is not a book about Trump's negotiation secrets. It's a proof of how good he is at selling: he can trick people into paying for a blatant advertisement for Trump Tower.
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>>709841
It's okay, but as far as industry standards goes, try this:

>Build base mesh
>Build skeleton according to base mesh
>Build muscle system
>Attach muscle system onto skeleton
>Rig skeleton and muscle system
>Have skeleton and muscle system drive base mesh like a cloth simulation.
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OP can you create models sort of like these? I'm hiring.
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>>712389
That's movie industry standard which is completely unusable for game industry standards.

What I did is somewhere inbetween: muscle-system based deformation without the use of a skeleton or muscle base. Though it has almost 300 bones (this includes the facial rig), most of them do not have weight maps. There are less than 10 weight maps extra than your typical AAA game. Long story short: the figure is game-ready and has better bends than any game model out there.
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>>712506
How much do you pay for one character?
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>>712099
which could be solved by releasing the actual damn industry methods
Just don't bitch and moan when tutorial channels make more teaching bad practices than animators themselves and drag the line further down
They made their beds
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>>712547
OP here.
I'm also a 2D illustrator and one of the first things I've learned while learning the craft was that every novice that just learned yesterday how to do something suddenly has the urge to create a tutorial about it as if they're an expert. DeviantArt is full of them.

Same is true for 3D art.

The tutorial dilemma is as follows:
>Pro's are so advanced in their thinking they're unable to stoop to the level of a novice
>A tutorial made b a pro will fly over the novice's head and they'll feel frustrated and disillusioned. Picture yourself trying to teach your native language to a non-native speaker that doesn't understand a single word you say.
>The only tutorials that a novice can comprehend are tutorials done by other novices. But a tutorial created by a novice won't be able to teach you much if anything.

If you want to learn how to do something just give yourself a project. Say you want to model a car from the concept phase to the texture and rigging phase. Just make a plan and start with Step #1. If you hit a snag just search for the solution online.
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>>712547
There's hardly anything for which the industry methods hasn't been released. They just aren't free. For fucks sake you've got the TD in charge of making the rigs for some of the most expressive characters in video game history, Uncharted and TLOU, teaching you step by step how to do what he does. You've got people teaching you how to build muscle systems used by big studios like Framestore or dneg. What else do you want?

>>712551
I hope you realize you are one of those amateurs.
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>>712554
>For fucks sake you've got the TD in charge of making the rigs for some of the most expressive characters in video game history, Uncharted and TLOU, teaching you step by step how to do what he does
link?
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>>712557
Character Facial Rigging with Judd Simantov
And there's a CGWorkshop course, and a CGMA course too I believe but I haven't checked
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>>712544
Sounds like deformation capture. As in, an automated system that constructs bones that try to account for the point deformation in a mesh. Is that it?
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>>709841
I love the topology on that character. Do you have any particular process you go through to model that?
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>>712554
This is why I'm here looking for feedback, moron. There's nothing out there that's similar and I want to know (a) why, and (b) what people think about it.

I'm being purposely hostile because I want to challenge people to show me how off the mark I am. So far I only got some passive aggressive comments with no proof to back their spergy claims. This shows me I've clearly stumbled on to something with potential.

>>712563
I had no idea what that was until you mentioned it, so no.

>>712588
Base shape + retopo with Modo's dynamic subdivision.
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>>709841
>>709847
The elbow should only have one axis of rotation (x rotation). What drives that twist in the forearm muscle should come from wrist rotation.

Also, you should include bones in your model. Its incumbent in both the gaming and movie industry that you work this way.

Example: if I want to hide the mesh and just animate the bones, well guess what? Your setup doesn't allow me to do that.
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>>711020
This model is completely useless without the proper setup of bones.

Most gaming industry these days either use motionbuilder, nuance, or proprietary software when exporting animation from whatever 3d modeling software used to animate the character - all of which requires a skeleton setup in order for the mesh to function properly.
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>>712730
>>712733

You're retarded.

>The elbow should only have one axis of rotation (x rotation). What drives that twist in the forearm muscle should come from wrist rotation.

The wrist twist is driven by the crossing of the ulna and radius bones in the forearm SOLELY. Both of which articulate proximally to the humerus (elbow joint for your retarded ass).

>Also, you should include bones in your model.

The figure has almost 300 bones. Literally the first post.

>This model is completely useless without the proper setup of bones.

It takes about 5 minutes to either (a) rename the bones or (b) teach the animation program which bones in the figure signify which animation node.
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>>712738
You don't work in the gaming or movie industry. But good luck trying to explain your setup to your future employer.
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>>712738
300 bones for a gaming model?

Bruh...
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>>712738
Again, the human elbow only has one rotation, the x rotation.
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>>712741
>>712742
>>712744

You're not tricking anyone, stop samefagging.
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>>709841
Wait a minute, DAZ???

WTF is that???

Nah, you ain't getting a job anywhere.

You didn't build that model nor did you rig it. Keep shit posting. Shit's funny.

DAZ...

LOL!



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