Character Work: Creating ‘Kor’
Design, Modelling, UV Unwrapping, Texturing, Rigging, and Skinning
The Character:
Kor is designed to be rigged and animated for gameplay.
The model is sleek and flexible for clear and easy movement.
The Model:
Making sure the model had excellent topology was a must. The base of the model is completely symmetrical and optimised for rigging.
I created multiple versions of Kor’s face with various expressions to later use as blend shapes.
The Breakdown:
Kor’s UV map layouts, skeleton structure and hierarchy, and rig with interchangeable IK/FK control handles.
The Test:
Testing that the controls move the rig correctly and that the rig is seamlessly connected to the mesh.
When testing the controls, I was watching for realistic tension in the body, coherent control of the face, and good individual limb and digit manipulation.