Turnarounds for The Giant. This model's at 1 subdivision higher than my original base model to help Maya calculate the displacement maps more accurately (otherwise there's a lot of deformation in the horns and limbs), so the model's polygons look much denser than on my base model.
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| I created separate movements for each toe so I could control them better when animating. |
I've got almost all of the model bound and weighted apart from the clavicles, spine, and head.
The arms and legs have been quite awkward because my model isn't symmetrical, meaning I haven't been able to mirror the skin weights. As I want as much movement as possible in the Giant's toes (kind of like a chickens foot when it walks), I rigged each of its toes in the same way Alan's skinning tutorials advise to rig JPJ's boots. This seems as though it'll give me the desired movement.










