I've made my first ever complete cartoon head mesh in Maya, and now I want to set about rigging and animating it for UE4. I know it's a piece of shit, but I'm just trying to get some practice down.
I have no idea what I'm doing at this point. I'm going to cut open the mouth, curve the lips inside a little bit and put a separate mesh (the teeth and throat) into it. Hopefully then I can parent this to the head mesh, rig it and animate it. From what I understand, they do roughly the same thing with eyeballs.
Is this the right way to go about doing this? I have no idea if I'm just walking into a complete fuck up or I actually have the right idea. Any advice would be appreciated.
As per the tutorial I used when modelling, I've guided my topology around the eyes and the laugh-lines, so I don't think that should be a problem.
Right now, I'm just trying to figure out how to cut open the mouth without fucking up everything.
Redo the head properly before moving on to anything else. We can't see the mesh, but this is a rough for sure. Think quality, not quantity.
> You want to model? Stick to modeling and practice a lot with references
> You want to animate? Download a rig and practice animating
OP here. I finally got off my ass and began modelling the body, starting with basic primitives and smoothing groups.
Now, shit's fucked. Clicking on certain faces on the body results in pic related. Other faces, once selected, have their highlights receding into infinity.
Smoothing the model by two subdivision levels works fine. Smoothing it by one results in an AppCrash.
Can someone tell me what the fuck is going on here? I've literally done nothing except spend hours moving and merging vertices.
I already made the mouth. I found a guy who ripped some of the models from a Killzone game. It had a few varied heads, all with their eyes and mouths modelled as separate objects.
A little shameless plagiarism later, and I have set of pearly whites.