Week Three: Even More Visual Development

I've been focusing on more creature concepts lately, but happily I've been able to sink a bit of time into scripting out a few tools for Maya, too!

For VisDev, the team chose a few of my initial concepts that they enjoyed.

Here, 3 and 6 received the most attention, with 5 coming in close at third. Since the creature is meant to be coming from a tree, the next page of concepts focused on merging the best aspects of 5 with my other designs.

After posting these for review, a portion of the team reacted positively to the top-right concept.

To deviate from tailed concepts, I also included more insectoid designs that amp up the creepy factor just a little:
I had a lot of fun with these; for some, adding some creepily almost-human characteristics really brought out a great horror-esque look.


On the more technical side of things, I've begun scripting out a piecemeal autorig for Maya. The idea behind it is to have a bunch of separate modules that would each take care of different parts of the body. It wouldn't be ideal in a studio, but it allows me to finalize one after the other instead of waiting until the entire system is done to be able to be used. When the time crunch isn't as bad, I absolutely plan on consolidating it all into a single system.

This one sets up an FK control system for the selected joints in a chain. It automatically generates the hierarchy and constraints for each control, and the controls can be named according to either the joint names or whatever the user wants.

The plan is to make an ik/fk limb script next. I'll be slowly increasing the complexity based on what we'll need in a rig, and hopefully this will start being sufficient to fully rig a character however we need it.




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