fmp 16/10/2022

This blog record has been several days since the last time, because I have completed most of the player build working in these few days.

I don’t use zbrush for digital sculpting, but use polygon modeling directly in maya.

My character model is the one with the hat on the left.

I removed the hat first because I could finally model the hat as a child of the head joint.

Then I used a smoothing command to increase the polygon count. Because I need to bind the character later. Limited polygon count will affect the effect of the rig.

Then it’s time to add clothing to the character.

I modeled and simulated the clothing with marvelous designer. Considering the rigging to do later, I made the costume fit the character as closely as possible.
But I left a cape behind the character. I will use the unity engine to simulate the swing of the cloak later.

Before rigging, I did some further processing on the model: I blasted the mesh under the clothes. Because if you do not delete the binding directly, the body mesh may penetrate the mesh of the clothes when the character moves. It is unacceptable for players to see pink skin through purple clothing.