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3D Character Modeling, Skinning, & Rigging

Modeled, skinned & rigged in Maya.

Breakdown

I started by creating a bare minimum low poly model from a single cube.

low poly

Final topology view.

scan

Below are the skin weights and joints on the hands and body.

topology 1 topology 1

Below is the joint hierarchy, left to right. (Click to enlarge, and zoom in.)

before1

I used Maya's HumanIK for the body's control rig.

topology 1

Below are the skin weights for the head, chin, mouth, and cheecks.

If you look closely you can see their respective joints' location.

topology 1

The jaw joint (right) and its paint weights.

topology 1

Eyelid joints. For crease, lids, and cheeck lift.

topology 1

Lips joints (and locators for added layer of control), and their controllers.

topology 1 topology 1

Blend shapes for mouth corner up and side. Combined and maxed out (right).

topology 1

Blend shapes for the eyebrows, and their controllers.

topology 1 topology 1

That's it! Thank you for viewing :)

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