As my character is now modelled and textured, the last thing to do now is to pose it and to render it.
I imported the mesh to Maya (Autodesk, 2020), I changed the mode to Rigging. Then, I took off all clothes from my character, because they are very loose and it is hard to spot the silhouette of my shaman in them. Later, in a front view, I put the first joint in the middle of the lower part of the body. Next, I gradually added joints on the chest, neck, head, arm, wrist, hip, knee, ankle, foot, toe and fingers. Then I changed the names to all joints, so it would be easier for me to identify them later. When I had the whole left side ready, I mirrored it, by changing the world "Left" to "Right". After that, I selected the mesh of the skeleton and I bound the skin.
Skeleton of my character
Now I was able to move joints. To prevent any irreversible poses, I set the key on an "A" pose, so I can come back to it whenever I want to. I have noticed that when I am moving the joint, the geometry of the mesh crashes. That is when it is recommended to modify skin weights. If I will not do it, this is what will happen to my mesh, whenever I try to pose it:
After many hours of changing the configuration of skin weights in the Upper Arm, I finally found the one working:
However, it still was not clean.
And no matter what kind of move I would try to make, the whole mesh crashed.
This is probably because of the number of layers that my character has and the thickness of them. I spend long hours and days training to make it work in every way possible, but it still was not.
So I started watching various tutorials on YouTube (2021) trying to learn a way around it, but most of the tutorials had characters with very thin/tight clothing, so it was not the same.
However, I finally found a tutorial "Quick Rigging and Skinning a character for beginners" (2016) by Maya Learning Channel with a different method than I used. I had nothing to lose, so I followed it.
This technique used the Quick Rig option in Maya (2020). I just had to select my mesh, and press "auto-rig" and it was able to build a skeleton by itself. Of course, it was not perfect, but the effect was much better than when I have done it manually. Also, Quick Rig allows us to rearrange the guides in the step-by-step method. When I was satisfied with the positioning of guides, I created a skeleton based on them, and then I skinned it. In this technique, I could still modify skin weights to bring them to perfection. After that, I created joints on the hands manually and I connected them to the skeleton with the help of Human IK. But after doing so, all my skin weights reset themselves. It turned out that before I made joints for the fingers, I should have exported the skin weights, and then import them. So I have done it again, but I could not export the skin weights because of some error that I could not find the solution for online. That is why I came back to my previous save and I posed the character there.

Posed Character
Now was the time to render the shaman in
Unreal Engine 4 (Epic Games, 2020).
I started with making a new project, and then a new, empty level. Then I put the cube in the scene, and I made a floor out of it. I imported all texture maps and the mesh of my character, and I made materials out of those maps.
Setting up of a material
Later I placed the shaman in the scene in 0.0.0 location and I applied all those materials to him.
I added three directional lights: in the front, from the side, in the back. I added some colours to them, to make them more interesting. Then I put Post Process Volume, Skylight, Sphere Reflection Capture, and Exponential Height Fog. I modified fog settings and I changed its colour.
After that, when I felt that the scene is ready to render, I added Level Sequence.
I placed the camera, set the rotation for a turntable and I rendered an image sequence of 200 frames in 1080p. I edited it in After Effects and it was done.
Here is the effect:
And a few key frames:
I am very happy with how this character turned out.
Bibliography:
Software:
Autodesk, 2020. Maya [software]. Windows 10. San Rafael, CA: Autodesk.
Epic Games, 2020. Unreal Engine 4 [software]. Windows 10. North California: Epic Games, Inc.
YouTube Videos:
Maya Learning Channel (2016), Quick Rigging and Skinning a character for beginners. [online video] Available at: https://www.youtube.com/watch?v=c538zkwxgTQ [Accessed 25/06/2021]
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