Devblog 30 – From Concept to 3D. Part 3/3 – Rigging & final touch.

Welcome back to the Rekt Games devblog! This week, we have our PART THREE GUEST POST below!

Greetings fellow viewers. I’m Chris the 3D wizard here at Rekt Games.

In this blog I will briefly go through my workflow from where Johannes blog ended. In this lastpart, I’ll try to explain rigging & the final touches of a model.

4.1 Rigging.

When part one and two is finished, it’s time to rig the set. At this stage this can be done by either me or Johannes. In this stage I need prepare the model so it can support animations information. So that we can animate the character. This stage is called Rigging/ Skinning.

This process can take a bit of time, going through each section for the body move its components and make sure it acts natural and repair using a paint brush method telling the mesh what will affect and not affect when doing a movement.

5.1 Finishing up.

And now finally everything is completed, and its textures, models, animations are loaded into the game engine.

So here is a final image on the set that I’ve shown as example throughout this series.

I hope you enjoyed reading this blog and peeked your interest.

It has been a lot of aspect I have not covered but I hoped I gave you enough information to start your own investigation.

That’s all you’re getting for this week! Stay tuned for the next section of this blog series: Now that the shape is modeled & textured, what do you do with it?

Thank you 3D-wizard Chris for the amazing blog post!

Also, don’t forget to follow us on socials @rektgames. Or click the links below.

By | 2019-02-27T17:05:00+02:00 February 27th, 2019|Fightworld|0 Comments

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