Before getting the character into Unreal Engine, I used Mixamo to pose it. Since the pose wasn't too extreme this time, it didn't take that long to fix the Skinning issues. I also moved her hands inward a bit, as they stood awkwardly beside her body before. I brought the backpack in last, and weight painted it to one of the spine bones so it would move together with the animation.
When finishing up the project, Saint Friday was the one who caused most trouble. As I put the textures on, they didn't match with the model. Turned out, my 3ds Max file somehow lost some of the recent versions and reversed to the one where the UVs were different. However I tried to think of an easier solution, nothing came to mind. Therefore, I had to bring this new low poly mesh into Substance Painter, bake it again, paint over the baking errors once more, then get it into Mixamo and fix the rigging and skinning.
The trouble was worth though, as this is the final result:
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