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Cthulhu Rig

Cthulhu character model and rig that Ive been working on over the past couple of months. Despite not being the fondest character modeler Im very happy with the end result of the modeling and texturing. I used the Funko POP! Cthulhu figure as reference for both the model and textures, although some aspects were adapted to my liking.
As for the rigging I learned so much throughout this process. From creating simple and clean controllers for animators to manipulate foot roll attributes as well as finger spread / curl, to adding various ribbon splines to control the tentacles. A soft eye rig was also implemented to allow for organic eyelid movement and a corrective joint set up for both arms and legs to fix any unnatural looking deformation. Overall the rig showcases a variety of skills and should be enjoyable to use for animation, alongside having been a great way for me to further develop my ability in rigging

Walk animation of the Cthulhu character and rig

Walk animation of the Cthulhu character and rig - with the controllers rendered as well to show off the rig system behind the animation

Demo reel of the rig, shows of many of the various systems used to animate the character

Short video showing the control and flexibility behind the corrective joint setup used on the Cthulhu rig. I used Kiel Figgins' blog post on the topic heavily to help create the system which allows for rigger or animator level control over the deformation

Posed render showing off the character model

Posed render showing off the character model

Viewport view of posed model

Viewport view of posed model

Posed model with wireframe

Posed model with wireframe

Posed model with controllers

Posed model with controllers

More angles / closeups of the model

More angles / closeups of the model

Closeup showing off the SS through the skin of the wings and between the fingers

Closeup showing off the SS through the skin of the wings and between the fingers

Breakdown of the texture with the various maps used (Albedo, AO, roughness, normal and scatter (SSS))

Breakdown of the texture with the various maps used (Albedo, AO, roughness, normal and scatter (SSS))