Zelda OoT
Personal Work
Some time ago I started lending a hand on the Ocarina of Time visual remake after seeing a post on the Linkmodel from prism on twitter and reached out to him.
this led to the collaboration with curiomatic.
once more data of the collaboration gets released I will update the current page.
the current released data can be found in the video:
After seeing a post on the Link model from prism on twitter.
I reached out to him to lend a hand on the Ocarina of Time visual remake
this also led to the collaboration with curiomatic.
some specific research was done to make the most out of the model and get the best looking deformations:
The elbow needed some proper deformations so i used the information given in the following video to replicate the setup
this was then also used for the shoulder, hip and knee to preserve volume
extra care was put into the face rig, since the character has huge anime-style eyes we need to make sure the animations look good
usually this would result into a floating pupil ontop of the eye surface, but for the sake of realistic rendering i suggested we make the eyes spherical and as big as we can fit them inside the head
this resulted in clean eyelid closes and proper rendering of the pupil and iris
for this character a specific plugin was created to be able to switch the parent space of the items
in this case the sword, shield and scabbard where all part of the same model and the same rig
to give the animator the most control spaces where set as specific attributes on the controls.
if the control would be ctrl + middle-cliked by the animator this new window would popup to help choose the correct spaces and to manage the keys if requested
once more data of the collaboration gets released I will update the current page.
the current released data can be found in the video:
more info:
Ocarina of Time: Visual Remake
Prism
Andrew
Omni
Curiomatic