Viperess Rigging OVerview 2025
Viperess Rigging Overview is a technical showcase created to highlight a unique hybrid character rig built for one of my stylized fantasy characters. The goal of this project was to demonstrate advanced rig integration—combining a humanoid body rig with independently rigged serpent heads and tails—while maintaining clean deformation, animation flexibility, and strong visual control.
My Role
Sole Creator: Responsible for all modeling, sculpting, rigging, skinning, control design, posing, lighting, rendering, and final presentation.
Responsibilities:
Character Modeling & Design
Created the stylized character model featuring bold anatomy, exaggerated hair coils, and serpent appendages.
Sculpted the snake heads and bodies as separate components to allow for detailed rigging control.
Full Rig Development
Humanoid Body Rig:
Built a complete control rig for the main character including body, facial controls, expressive fingers, and spine flexibility.
Ensured clean deformation through detailed skin weighting and corrective adjustments.
Independent Snake Rigs:
Each snake head and body segment was rigged separately using spline IK and joint chains to support fluid, serpentine motion.
Added custom controllers for bends, twists, and strike poses.
Rig Integration:
Combined the snake rigs with the main body rig, allowing the serpents to anchor naturally at the character’s back while remaining fully poseable.
Synced pivot points and control hierarchies to maintain stability during complex poses.
Control Layout & Usability
Designed intuitive, color-coded controllers visible in the rig showcase.
Implemented animator-friendly handles for each serpent segment, plus FK/IK switching where needed.
Organized the rig to allow simultaneous control of both the humanoid figure and serpentine appendages without interfering with each other.
Posing & Presentation
Demonstrated the rig’s range of motion through dynamic poses showing snake strikes, coils, and balanced stances.
Rendered before/after views—with controls visible and hidden—to clearly show rig functionality vs. final deformation.
Lighting, Rendering & Final Output
Used a clean studio-style lighting setup to highlight form and rig controls.
Rendered the character with and without visible rig guides to emphasize the technical structure and finished look.
Enhanced the final images with subtle compositing for clarity and presentation quality.
Software Used:
3DS Max, Zbrush, Maya (Rigging and Posing), Corona Renderer, Substance Painter, TopoGun 2, After Effects, Photoshop