Well it’s done. I’d post my animations but they’re legitimately shit so i’m not optimistic on winning haha. I’ll post up a final detailed conclusion on my experiences with Maya LT later but overall it is a decent program. There needs a lot of tweaking in areas though. It’s missing a few things but nothing that i can’t live without. It seems like a good option for a freelancer or indie dev with less money.
So im finally getting the hang of this rigging lark with the HumanIK system (now just to get the hang of animating).
Re my skinning troubles
A lovely dude on the Autodesk forums/Twitter helped me out with a great fix for my non-manifold error. What a champ! The problem was the floating geo i have doesn’t work well with Maya’s new heat map binding method (which is all maya LT has at the moment) so it was erroring out. Here’s the video of the fix if anyone’s interested or had a similar problem :) What had happened is that all the floating geo that didn’t get skinned was collapsed into the origin. So the fix was to weight that geo manually as well as weighting just the floating geo and then transferring weights across (the video shows it a bit better than my bad explaining).
But as far as the HumanIK control system goes at the moment it’s actually got some pretty neat tools like being able to reset your pose back to the default stance (pictured). I am however going a little bit mad with all this stuff so i might take a break out and do some more texturing to ease my brain.
Started texturing. which has been pretty straight forward.
Unfortunately the aforementioned problems with binding the skin still stand so i’m unsure if i’ll actually be able to rig and animate it with Maya LT :/ Ive posted on the forums (You can find it here if anyone is interested in seeing exactly what’s happening) and Autodesk is working on fixing the bug but whether it will be in time who knows.
We will have to see, in the mean time i’ll at least complete the model :)
Whenever i try to Smooth Bind the model to my HunamIK skeleton it says i have non-manifold. I’ve checked and i definitely don’t. Google suggests it a LT bug as it works fine in Full Maya :’(
Maya Lt doesn’t allow obj exports which is bad because Headus UV (which i use for UVs) only accepts .objs files D: Time to crack out Blender and re-save some files D:
So i reckon im done with the model for now, i’m going to UV it today and start getting a colour/material swatch together.
So far so good with Maya LT, its mostly little things that make me like it, like the fact that they finally made Ctrl+Alt+S do ‘save as’. But i was also using Maya 2013 so i dont know if its a LT thing or 2014 thing haha. The important thing is that my workflow has not been interrupted at all aka nothing is missing that i use normally. However we’ll have to wait and see for rigging and animating D:
(Also tagging all these posts under ‘woodlandwarrior’ as that’s now his identifier haha)
Bit of progress, i’m going to try do some proper documentation of my process (Not that im that fantastic or anything but it helps me keep focused) expect the concept because i didnt do one haha. I’m also using Maya Lt so i’ll kind of review it a bit i suppose.
Blockout and lowpoly
This project is a diffuse only project which means i don’t have to get him sculpt ready or do any baking. It does mean i need to focus on optimization and silhouette.
At the moment he’s sitting around 4000 tris, i dont want to go above 5000 becasue that kind of defeats the diffuse thing and also diffuse only games wouldnt go that high (tbh 5000 is probably too high) and i’d like to get it as optimized as possible (im aiming for 4500 for the body and 500 for the weapon). Seeing as i dont have to worry about bakeable topology this should be easy-ish. I need to add some more silhouette details to ad distinctiveness etc. At the moment i’m going to go for a woodland theme (Hence the big ass shield on his vambrace and what will be a root or something like that holding it on. Material wise im going with leather, wood and fur but that will be expanded on when i get to textures, still good to think about now.
Something ive been using a lot in the modelling is curves and then extruding along them (which is still a thing in Maya Lt thank god haha). It’s a pretty straightforward process, and was invaluable for the horns, hair, root vine thing and pauldron. I dont know if anybody want to know exactly how to do that but if you do i can do a short tutorial. I’d advise learning because it speeds things up and gets a really even and nice shape.
Apart from that i did a lot of work on the hands to get them nice, they’re reasonably low but i think thats okay. I’m kind of going for a DotA level of topo density so the lower you get the less dense it gets haha. (Because who doesnt like DotA art?)