Friday, February 28, 2014

Broad Instruction for building an Avar

I've been tinkering a lot with Clusters, the Component Editor, weighting methods, and other tests to see if this idea will work.  Basically we are going to be using weighted clusters to get the main movements of our faces.  Using our new way of weighting (rather than painting, dialing down points rows at a time) we will be able to create great movement, but then on TOP of that add sculpts that will add or subtract volume as needed.  This way our characters will feel nice and fleshy - which is exactly what studios want to see from us.  This should make enough sense to you guys. Don't worry if it doesn't cause we're going to hit it hard on Monday at dailies.






1 comment:

  1. It is really cool stuff. When you demoed this for us friday I was blown away.

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