Mission Statement

Every commission exceptional, and tailored to you

Begin

Good Reference Artwork is Required!

The following is required, and very helpful when modeling:

  • Straight-on front and side shots
  • Quarter turn shots (at least one)
  • One example of character shading/art-style
    • This can be from an existing character (not your own) for me to reference
    • In this case, I would only require basic colors for character hair, eyes, skin, accessories, clothing. Then I would match those colors to the art-style you choose

Only one of the reference artworks needs to be in color, the others can just be line-art or sketches.

Give your idea form

Add Textures + Materials to Base Mesh

2K textures are prone to pixelation on extreme close-ups, though some tricks can be done to use more texture space for areas that will be closer to the camera (like faces and hands). 4K textures look much sharper for the entire model.

Textures are one of the most crucial parts of visual fidelity. Specifically on character close-ups. Textures store information for model color in lit and shaded areas, and can even define which areas should always be lit or shaded!

Bring your existing models to the next level!

Let's get expressive

17 visemes covers very basic facial expressions, but is ideal for someone who only needs speech and blinking with a few extra facial expressions. Someone who wants full-featured facial tracking (like with iOS ARKit) will want to select the 52 shape option.

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Facial expressions can either be driven by shape-keys or bone deform. My recommendation is to use shapekeys. These are compatible and callable in logic in almost every software. They are also blendable. Whereas bone-based poses are more complex to call and control via scripting in most software. Particularly game engines.

Strike a pose!

This step is crucial for animation. A good rig makes animation much easier, and allows you to be creative without dealing with complex motions manually (such as keeping a hand on a steering wheel while moving the elbow and shoulder naturally). This sort of motion is simplified with Inverse Kinematic control (or I.K. control). Let my rigs do the heavy lifting for you and save tons of time animating!

Benefits of IK:

FAQ:

  • What are controllers?
    • Controllers are “handles” with a custom design you can select to move and pose your character.
  • IK vs FK?
    • IK = Inverse Kinematics.
      This approach looks at all the bones in a limb (like an arm/leg) and calculates the most efficient way to move that limb to accommodate desired hand/foot position.
    • FK = Forward Kinematics.
      This approach forces you to rotate from the shoulder down to the hand manually. It is slower, but is useful when a model is in motion and you don’t want the hands/feet to stick to one spot in space, but rather move with the model. I can add IK/FK switches to my models.
  • Can you accommodate bone naming for game engines?
    • Yes! I can do this manually, and Auto-Rig-Pro also supports automatic naming for Unreal/Unity.

Get Your Character Moving!

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Add animations to the rig, which can be exported anywhere!

FAQ:

How are animations different than poses/facial expressions?
  • A pose is comprised of a single bone position or mesh deform.
  • Animations are long combinations of poses over time.


How long does it take to animate a character?

  • It depends on the complexity of the animation.
  • In general, even a few seconds of polished animation takes hours to complete. It is a long artistic process. And often takes many many changes until both myself and the end user is happy with it. Especially for fighting animations with impact frame considerations.


How does Multi-character animation pricing work?

  • Animations including multiple characters (like fight scenes) typically count as multiple animations
  • Simpler animations involving two characters (like a short hug, high five, hand-shake, etc) count as one animation


What if my animation is longer than 10 seconds?

  • Every additional 10 seconds counts as another animation.
    11-20 sec = 2 animations
    21-30 sec = 3 animations
    etc

Last Step! Soon your vision will become reality!