logo80lv
Articlesclick_arrow
Professional Services
Research
Talentsclick_arrow
Events
Workshops
Aboutclick_arrow
Order outsourcing
Advertiseplayer
profile_loginLogIn

Rigging Workflows Behind a 3D Take on Bioshock Eclipse's Big Daddy

Heba Sadek explained how Mahmoud Hady's model was rigged for animation.

A couple of months ago, 3D Character Artist Mahmoud Hady greatly impressed us with his magnificent model of Bioshock Eclipse's Big Daddy, made in collaboration with Rigging Artist Heba Sadek and 3D Animator Islam Hussien using Maya, ZBrush, Substance 3D Painter, Marvelous Designer, and Unreal Engine 5.

Recently, Heba revisited the project, offering a more detailed insight into how the model was prepared for animation in Autodesk Maya. As the person responsible for rigging Big Daddy, Heba explained that she used a stretchy hybrid spline IK setup, a combination of IK and FK setups for limbs, and a simple FK setup for the mushrooms. The goal here was to create a rig that would be compatible with all game engines and easy to animate. Additionally, the artist showcased the rig itself in a behind-the-scenes demo, attached above.

And here are some of the renders shader earlier by the model's creator:

Learn more about the project here and check out more of Heba Sadek's works over here. Also, don't forget to join our 80 Level Talent platform and our Telegram channel, follow us on InstagramTwitter, and LinkedIn, where we share breakdowns, the latest news, awesome artworks, and more.

Join discussion

Comments 0

    You might also like

    We need your consent

    We use cookies on this website to make your browsing experience better. By using the site you agree to our use of cookies.Learn more