2025 | WINTER REGISTRATION NOW OPEN!

Make sure to Enroll Today!


All articles

6 Steps to Rig a Stylized Character: Old-Timey Strongman

3D Artist Sakari Hakkarainen set out to refresh his Maya skills with a stylized, masculine rig. Of course, this required an amazing mustache and eyebrows to match. Watch Sakari turn an old-timey strongman concept into an expressive and technical rig.

  1. Maya Refresher
  2. Choosing the Face
  3. Modeling for Masculine Features
  4. Mirrors and Rigs
  5. Mustache Movement
  6. Animation Tests

Hello, I am Sakari Hakkarainen, a 3D artist from Finland. I've worked in the Finnish 3D animation industry in various roles for around 14 years. I've worked on three 3D feature animations that were among the first animated films made in Finland, and hundreds of TV commercials and visualizations. For a long time, I worked as a 3D generalist, also doing some compositing and TD work, before coming to work for Piñata in Helsinki. Nowadays, I do mostly 3D character modeling and technical direction work.



1. Maya Refresher

I first became interested in 3D all the way back in 1995 when I saw the first Toy Story movie. A true classic! At first, I learned and practiced 3D just as a hobby and after high school, I got into an animation school that set me on a great professional path. I thrived there and fortunately impressed the right people! A teacher recommended me to the biggest 3D studio in Finland at the time. That led to so many great opportunities, including my current studio, Piñata.

Because my job required more focus on character work, plus my studio's character pipeline moved from Maya to 3ds Max, it felt like a good idea to enroll in a course on rigging in Maya. It had been quite many years since I had done rigging in Maya, so I needed a refresher!

Character Facial Rigging for Production taught by Jose Antonio Martin Martin seemed like a great opportunity to get back into the game. For me, faces were the most complex area to tackle. But no matter the situation, character expressions are very important. This course felt like the right choice for what I needed.

The hardest part of this project, or rigging in general, is the point where everything comes together. The rig has to work well for the animation to work, and achieving the balance can be tricky.

Sakari Hakkarainen, 3D Artist


2. Choosing the Face

Right away, I decided to challenge myself. When I was thinking about what kind of face I'd like to rig, I wanted to move away from the usual pretty girls and such. I hadn't seen or create many expressive masculine faces, so I ended up with an idea of an old-timey strongman. I threw ideas to my colleagues and got some ideas back from them; my colleague Veikka Somerma made the concept on which I based my design.


Veikka Somerma


As for the style, I’ve always been more interested in stylized characters and styles in 3D. I find them more emotionally expressive and interesting than just trying to copy real life digitally. It also gives more room for artistic expression.

If you also love stylized 3D, don't miss out on CGMA's Stylized Characters in 3D course.


3. Modeling for Masculine Features

For modeling, I use ZBrush. Sculpting frees you from the limits that topology can create. I tried to think about the skeletal structure, spots where the skull would be prominent, and proportions. I have some anatomy figures and a mirror on my desk to check stuff constantly. Using a mirror and looking at a moving face can sometimes be way more effective than just using static images or models.



Facial anatomy can inform every aspect character art. Level up with CGMA's Head Drawing and Construction course.

I kept textures simple since the main goal was rigging. Adding color variations in the texture is something that makes faces seem more interesting in my opinion: even adding wilder colors like green and purple works very nicely and makes the skin feel more alive. I usually start texturing faces in ZBrush while sculpting, and then move to Photoshop and Substance Painter.


2D Artist Julie Lerchbaumer also learned the power of adding bold colors to the face. Read more in "5 Stages of Digital Portrait Painting: From Warriors to Centaurs."


4. Mirrors and Rigs

The face moves a lot when doing any kind of expression. For a smile, for example, it is not enough to have just the mouth move. Eyes and cheeks move as well. So to understand how to animate certain expressions, you need to study them and understand them. As a rigger, you need to be able to cut the expressions into smaller pieces and create a rig that is intuitive for the animator to use, without making it unnecessarily complex.

The best reference is always a mirror. Images and videos are good, but nothing beats a real face, since you can see and feel what is moving and when. With a good knowledge of the most visible muscles in the face, it doesn’t matter if you look nothing like the character you are rigging, you just need to understand why certain parts move with others.



To get all the expressions, there are multiple ways to achieve the same end result, and depending on the project, different techniques might be better. You can use only joints, only blendshapes, or combine both of them and other techniques to get what you need. This project uses mainly blendshapes, with some joints for certain movements that needed nonlinear movement, such as lip curl, jaw, and the eyelids. Blendshapes help to create more organic shapes, such as wrinkles and forms that have a change in volume when moving like the cheeks. Joints help to create rotating movement such as the jaw opening. Often you also use blendshapes to correct forms moving with joints, such as the mouth shape when the jaw is opening.



5. Mustache Movement

The hair strand and mustache were rigged to use dynamics in Maya so that the animator wouldn’t have to add secondary bounces while animating.



In the end though, when I gave the rig for an animator to test and do a little summer greetings animation, he actually wanted all the dynamics off. So it’s good to ask your animator if they actually want the help with dynamics, or want to keep the controls all to themselves!


6. Animation Tests

For the final work in the course, we did a small animation to test different expressions on the rig, and to see what should be adjusted. It is a good idea to test the rig all the time, even though you aren’t the animator because you need to understand and see how all the controls and blendshapes work together.


Final Thoughts

  • The hardest part of this project, or rigging in general, is the point where everything comes together. The rig has to work well for the animation to work, and achieving the balance can be tricky. Sometimes you just have to go back and fix things you did ages ago, but so it goes.
  • I’m tackling the rigging pipeline at our studio and I’m the only rigger, so I have free hands, but also a lot of responsibility. I have studied data-centric rigging and mGear lately, and it seems very powerful when you need to create rigs quickly for different types of characters, though it takes some time to assemble.
  • I recommend any rigger not yet familiar with mGear to take a look at it. One of the great things about 3D animation in my opinion is the constant development of technology and possibilities they open to make things more flexible and interesting! You should never stop learning!
  • The course gave me a good understanding of the principles of facial rigging, and although I create my rigs a bit differently now, it made me understand the possibilities of different techniques on different parts of the rig. I do recommend it for anyone needing to do facial rigs, and for those who are not quite sure what the best way to achieve what they are looking for would be.


LEARN MORE

CGMA provides comprehensive instruction for Art, Games, and VFX industries in a variety of courses for a range of students, from 2D and 3D artists looking to supplement their college studies to industry professionals looking to stay up to date on emerging trends and techniques in the field.

RELATED LINKS

If you also love stylized 3D, don't miss out on CGMA's Stylized Characters in 3D course.

Facial anatomy can inform every aspect character art. Level up with CGMA's Head Drawing and Construction course.

2D Artist Julie Lerchbaumer also learned the power of adding bold colors to the face. Read more in "5 Stages of Digital Portrait Painting: From Warriors to Centaurs."

Recommended courses

Head Drawing and Construction

An 8-week course deconstructing and constructing the human head; students will become familiar with the shapes and form and will learn to draw the head with knowledge of anatomy

Intermediate 8 weeks

Stylized Characters in 3D

An 8-week course for recreating the concept of an existing character and going from cartoony stylization to comic-book realism

Intermediate 8 weeks