Monday, February 24, 2014

Update as of February 24, 2014

I'd like to say that the golem rig is at a good point at this time. I've managed to bind all of the key components to where they need to be, the vines are moving around nicely, and the diffuse passes on the textures have been completed. At this time, none of the dynamic simulation components have been added yet, as there are still some errors that need to be tended to. I have also added joints throughout the goelm in anticipation of both the construction rig and the usage of jiggle bones.

Test render of some of the textures

Second test, full view, no anchor vines

Updated materials on some of the components, plus a different light setup and the anchor chain.


An attempt was made to use the dynamic hair system on the finger curves, thereby allowing a more believable sense to the fingers being vines. However, I need to consult my advisers on how to make the base of the vine more stiff while not sacrificing the stiffness of the vine near the tip.

As a bit of an aside to the main project, I'm going to attempt t create a ragged looking cloak to add on top of the golem. It's mainly for a cloth sim class, but it can also allow for better insight onto using nCloth throughout the rig itself come time the rig is labeled ready as an animatable piece.

Below I've attached a current visual breakdown of the rig at this time.

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