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Rigging & Skinning - Rerig and Skin of Wraith

Completed as part of my university course, rigging and skinning a full PBR modern game-ready asset to learn the difficulties that come with it. The rig and skin were completely redone using 3DS Max's CAT Rig tools, as well as Motion Builder's HumanIK system set-up for playback of Motion Capture Range of Motion Data for testing of the skinning quality, as well as any need for additional bones in the rig such as to support hard surface elements.

Rendered in Unreal Engine 4.

Wraith Character available via Unreal Marketplace content packages.

Rigged model in Unreal Engine 4 with Motion Capture data applied. Data used was a full ROM test, completed at the start of a motion capture session for testing tracking and model viability.

Rigged model in Unreal Engine 4 with Hand-Keyed dynamic poses applied for testing more extreme motion/angles

The Rig as seen in 3DS Max's Links View mode.

The Rig as seen in 3DS Max's Links View mode.

Close up view of DQ Weight Skinning visualisation. Initially the mesh was weighted using Voxel auto-weighting with a low falloff and influence value to produce clean base data to work with.

Close up view of DQ Weight Skinning visualisation. Initially the mesh was weighted using Voxel auto-weighting with a low falloff and influence value to produce clean base data to work with.