Texturing & Rigging
Time for the final blog relating to the final character model process which is now relating to the final steps of Texturing and Rigging
Whilst my previous blogs whilst talking about this have a YouTube video to go alongside the blog itself however my OBS recording of my texturing and rigging process got corrupted and only recorded the first few minutes of the process so ill provide screenshots and explain each section.
Texturing
When it came down to the texturing portion of my model , I took each individual piece of my model and went inside the substance painter program and painted over the top of the model using the same colours from my concept art by using the colour picking tool and going across choosing a base colour and work with that colour for the entire piece then move onto the next section and finally once the textures are all done on each separate piece its then time to bring them over into Maya to replace back onto the model
Body Texturing screenshot from broken video
Textures back in Maya
Going back into Maya , I started by giving each piece a new texture as when i would just apply the texture it would on some sections break so I prevented this by giving a new standard surface texture and going back through my files and making sure each texture has the exact texture it needs to be displayed correctly on the UV as if I selected the wrong texture such as replacing the claw texture and head texture around it would cause both to be warped and not functioning due to it being displayed on the wrong UVs.
After displaying all the textures the next step along the pipeline was rigging.
Rigging
When looking to rig a model especially inside of the Maya software , there are two separate methods with the 1st option consisting of creating the entire rig for the model from the ground up allowing more dynamic movements and allowing the rig to be made perfectly to your design.
The second method is by using the built-in option called Auto Rig which allows the model to have an automatic skeleton be built up however comes with the drawbacks of having the model being able to break more in different instances from where u could rotate the waist and the body can have chances of breaking.
For the simplistic poses that I was going for as well due to still struggling to understand the manual rigging process during the time these blogs were made.
To create an Auto Rig inside the maya program , you go into the rigging section in the program then click onto skeleton and finally the Quick Rig button.
The Options that appears once the option is clicked
Skeleton Made using the Quick Rig
Using the Quick Rig tool allows the program to create a skeleton around your entire model however with the case of it being automatic the points wont be as accurate meaning you will have to make some alterations whilst moving the joints in the body however that's the only issues you may come across whilst using the quick rig.
Once u have made the rig u can then start to weight paint around different areas such as the neck or behind the legs to make sure that your model doesn't break whilst being rigged causing textures to break if the rig isn't completed correctly.
Final Renders and Poses
After these last steps are done , I started to complete the final renders and putting my character into small poses to showcase the model.
Here are a collection of final renders I created of my character fully rendered and posed.
Whilst I can tell what the issues are with this model from just the renders , I want to write that all inside of my overview blog for the entire project.








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