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Unnamed Sphinx

Sculpting, modelling, texture and rigging project. I wanted to learn Maya rigging and bit off a bit more than I could reasonably chew, but on the plus side I've learned a tremendous amount.

From a concept on my own, high poly of the body sculpted in ZBrush - ran into an issue of memory here (ain't got the best hardware) where I couldn't get the detail I wanted that in hindsight could've been resolved with splitting the mesh and more judiciously subdividing the most relevant parts.

Regardless, retopo in Maya as well as laying out the feathers (which I'd like to re-do when I get the time since I've got some ideas for better application), using a placeholder texture to know what coverage would be like. Placement mostly done using live surface as various XGen options felt unsatisfactory for this type of feathers.

Textures in Substance Painter, which I'd also like to revisit - some of it feels sparse, and I'd like a second opinion.

Rigging in Maya, which I don't know where to start with. Equal parts frustrating and engaging, and the sort of thing where doing it the first time took like 10 times as long as it'd be to do it the second, in large part due to greater insight into where, exactly, to troubleshoot when things inevitably get jank. Blendshapes are delightful to work with, and though it's not perfect I do very much enjoy the way I got the wings to bend and the controls I've made for it. Animation and rigging showcase to come.

Wireframe 1

Wireframe 1

Wireframe 2

Wireframe 2

Turnaround

UVs

UVs

Controls

Controls

Posing 1

Posing 1

Posing 2

Posing 2

Sketches

Sketches

Textures

Textures