Our Udemy course will teach you all you need to know to create rigged characters for video games.
You're welcome to download, fork or do whatever else legal with all the files!
You can download the latest state of this section, or go to Commits then download to get our project as it was at the end of any lecture.
Keeping it simple we are going to make a simple character that is textured and fully rigged (Reference: CD_BCC) Here are the lectures of the course for this section...
- Michael welcomes you to and introduces what is coming up in Section 3
- There are several methods
- Each has it's advantages and draw backs
- Background images
- Importing images as planes
- Loading an image in the UV Image Editor
- The difference between Mesh Data and Mesh objects
- Models can be made separately and joined
- When to multiple mesh objects
- Linked mesh data
- Remember to Edit in edit mode, saves many headaches later.
- Intersecting geometry good / bad
- Angle makes a difference Z buffer distance
- Closing Meshes
- Animation can expose flawed areas
- Linked Mesh Data
- Extruding
- Insetting
- Bevelling a vertex
- Keep an eye out for double extrudes
- Removing doubles
- Deleting Loose Geometry
- Loop Cut and Slide
- Transforms
- Edge Slide
- Aligning with other mesh data, Snapping
Updated 15/04/2018
- Making everything separate and joining at the end works
- Using the mirror modifier
- Understanding reflection axes
- Using clipping and merge options
- Common mirror modifier pitfalls
Lecture Updated 15/04/2018
- Quickly check our model looks as expected externally to Blender
- After modelling is completed texturing can be done
- Paint in the 3D window
- Quick texturing methods
- Smart UV Project
- Seams
- You can add mesh data to a mesh object but you might need to unwrap again an possibly re texture if you do that!
- Controlling the UV layout
- Alter the UV layout
- Look at different ways to optimise
- Packing islands
- Understanding island margins
- Painting in the UV/Image Editor
- Applying materials to a model
- Assigning a texture to that material
- We will unwrap a more complex object
- Export the UV Map for work in an external program
- Reimport the image and test!
- Quickly check our model looks as expected externally to Blender
- Useful If you want to mock something out quickly
- Works well with broad areas
- Brief recap of previous lectures
- Setting up texture so it is visible in Cycles And Blender Render
- Switch between Blender Render and Cycles
- Quick to apply to a model require baking to use outside of Blender
- 15 Bones as a minimum
- Hips are generally the root of the other bones
- Name bones as you go
- Fix bone orientation issue
- Works great as good first pass
- Can fail badly too
- A look at what is going on
- Understanding it is a way of grouping vertices
- A Vertex can be a member of more than one group
- This is used all across Blender not just for armatures
- Using Face Masks
- Using Texture Masks
- A Quick check to ensure what we have made is functioning as expected externally
- A Quick Look at the various spaces you can work in
- What the difference is between the main two, Global/World and Local
- Bone Constraints
- Bone Roll
- Create different shaped for bones that have a different purpose
- How to Toggle custom Shapes on and of
- Reasons for having a custom bone shape
- Forward Kinematics (FK) what we have been using know
- A Mix of IK and FK gives you a productive work flow.
- Control bones
- Turn off deforming as they have no direct influence over the mesh
- Setup IK constraints
- These are another type of control bone which other bones point towards
- Control Bone- Turn off deforming
- Quick way of mirroring your bones
- Rename Bones from left to right with ease
- Re link the mesh to the armature
- A main placement control bones
- Parenting of the IK and pole bones
- Possible re-parenting of the leg and arm chains
- (Updated 7/6/2018)
- Bones can be moved on top multiple layers
- More that one bone layer can be shown at a time
- This help optimise our display so only key bones are on display
- Walk around
- Watch people walking
- Use a mirror/ reflection
- 5 Key Stages and then it repeats
- Contact, Down, Passing, Up and Contact