A basic quick and dirty skeleton with bendy bones for mesh & texture deformation inspection. Posed for a turn around render and key frames to aid with paint weights in the next video. Just figuring out how to set up handles and Ik and bendy bones with Blender. The metabone facial rig looks horrendously complicated, I will have to make something more simple one day...
So far Blender seems to handle the character 25,000 tris and all the maps okay as long as the alpha map is not loaded....Warning DO NOT save the scene file, or export FBX with the alpha map loaded and disable subsurface scattering/set back to eevee prior to saving the file... for some weird reason blender likes to corrupt the mesh that is attached to node that has alpha map. If the scene gets bogged down after test rendering in cycles sometimes the entire scene just needs to be exported as fbx.
Hopefully next few updates of Blender will include being able to handle more complex characters with out malfunctioning. Until then, I will starting some smaller projects and flushing out the background concept for Kebechet. Perhaps, a gate way to the afterlife with Pharaoh Hounds.
Ctrl + Alt + A to copy rotation of a selected object
Shift + S to bring up the curser pie menu
Later Gaters
AC
#snake #blender #3dmodeling #skeleton
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