Creature Rigblocks

This is a small sample of the Creature Rigblocks I created. I would be given a simple pencil sketch of what the rigblock should look like, and then I would proceed to model and UV them. I used a pelting shareware to layout mostly unique UVs for the rigblocks.

After a model review, the rigblock would then be rigged or and set to deform with joints and/or blendshapes. Simple animation clips (such as OpenClose for the mouths and Pointing for graspers) would be added at this point as well as the deforming handles. There is a strict naming convention governing the animation clips, since the procedural animation system uses the clip names to drive a crafted animation through ALL creature parts with the same clipname.

Texturing has no dependency with the rigging/deforming and thus could be done in parallel by another artist if the schedule got tight.

The texture file would be explained in the next section in more detail.