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will2power71
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will2power71
Posted 6 Years Ago
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Group: Forum Members
Last Active: 7 days ago
Posts: 389,
Visits: 2.8K
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I started working on some of the Fortnite characters since my kids love them so much. I want the characters but because they are game designed, there are parts of the models that aren't suited for what I have in mind. (You can use the exact models, but they will only have the outfit they come with and you can't interchange them) You basically don't have access to a base figure with no clothes so you can't easily create new clothes and gear for them. So I started blocking out a base figure. I'm blocking out the base figure before taking it into 3DCoat to Sculpt. But I think I was able to capture the size and scale by assembling the pieces. At this stage, My only concern is to capture the scale and proportion of the character from the game. The arms for example are actually pieced together from Several different Fortnite characters and then mirror copied to give me two bare arms. Since none of the male characters had a bare body to draw from, I used some sculpting basic block shapes to fill in the blanks. Each of the pieces are going to be combined in 3DCoat to give me the base body shape.that will be sculpted into it's final shape. I'm actually using the head from the game so that it will look the way the characters do, after I finish sculpting the body. The goal is to come out with a single water-tight mesh so that I can design custom clothing and gear for it, while easily interchanging heads as needed. I've got to do it again for the thinner build and the tank build, but I wanted to have consistency across my models so they'll all have the proper look and feel of the Fortnite characters. I even plan on adding some child characters.
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will2power71
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will2power71
Posted 6 Years Ago
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Group: Forum Members
Last Active: 7 days ago
Posts: 389,
Visits: 2.8K
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I have been slowly making progress on this project. I've actually gotten it to the point of where there's a figure in DAZ Studio. I did a version of the figure as a Genesis 8 character. I don't really have any intentions of working with it in DAZ studio, but doing it as a G8M allows me to take advantage of the facial bones of G8 and a lot of pre-built expressions.
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will2power71
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will2power71
Posted 6 Years Ago
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Group: Forum Members
Last Active: 7 days ago
Posts: 389,
Visits: 2.8K
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This is just a test render of the G8 version. I'm going to be redoing the hair and eyebrows but the base is coming along.
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will2power71
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will2power71
Posted 6 Years Ago
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Group: Forum Members
Last Active: 7 days ago
Posts: 389,
Visits: 2.8K
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And not to leave out the ladies, I have also started work on the female base, though I've only just started on that.
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Kelleytoons
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Kelleytoons
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 9.2K,
Visits: 22.1K
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If it truly is a Gen 8 figure (using the Gen 8 base) you can bring it in via CC3 (and then use all the CC3 clothes, hair, etc).
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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will2power71
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will2power71
Posted 5 Years Ago
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Group: Forum Members
Last Active: 7 days ago
Posts: 389,
Visits: 2.8K
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Kelleytoons (12/13/2018) If it truly is a Gen 8 figure (using the Gen 8 base) you can bring it in via CC3 (and then use all the CC3 clothes, hair, etc).I'm not quite ready to transfer to CC3 yet. I'm still working out the body sculpts for the small, medium and large figures both male and female. I'm actually toying with the idea of doing the topology 100% from scratch and rigging to the iclone skeleton, or I may just use the CC3 skeleton and sculpt each base from that rather than bring it over from DAZ. This is pretty much a long term project which I am making more complicated by the minute. It's taken me quite a bit of time, but I wanted to make sure that I had as many of the figure shapes as I could lay hands on because once I get started, I don't want to keep going back to look for this figure or that. I'm fortunate that the game has three basic body shapes so you can come up with a satisfying representation of each and then just exchange the heads. It's a thing where the first part is a big time effort but once that's done the rest of it is pretty straight forward. I spent the last couple of months acquiring the geometry so that when I'm finished I'll have more than 30 or 40 different characters to work with that all function in the same way and have a consistent look to them.
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will2power71
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will2power71
Posted 5 Years Ago
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Group: Forum Members
Last Active: 7 days ago
Posts: 389,
Visits: 2.8K
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I blocked out the prototype for the small framed males. I'm going to do some addional sculpting this evening, but I think it's about where I want it to be. I put together a version for the small and Medium sized figures and I will be finishing a female version after I am done with the males. When I'm done, I will have a body for each size capable of interchanging heads in order to have a lot of different options for people that all share the same artistic style. I don't like mixing and matching figures because they always put me off when it comes to the final presentation. This way when I start filming, my OCD will not trigger, causing me to scrap everything because it doesn't look like I think it should.
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ToKoMotion
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ToKoMotion
Posted 5 Years Ago
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Group: Forum Members
Last Active: 3 hours ago
Posts: 678,
Visits: 31.1K
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Amazing work!!! Do I understand right that these characters will be available as CC3 morphs?
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will2power71
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will2power71
Posted 5 Years Ago
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Group: Forum Members
Last Active: 7 days ago
Posts: 389,
Visits: 2.8K
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ToKoMotion (3/12/2019) Amazing work!!! Do I understand right that these characters will be available as CC3 morphs?I've never done a morph for Character Creator 3. I am doing these right now as custom geometry mostly because I don't want to be constrained by someone else's idea of what you can do and can't. I am going to use the iClone Gamebone setup to use this with iClone. The head Geometry comes out of Fortnite as tris and I'm redoing them in quads, or rather I am manually removing the triangles to arrive at all quad based geometry. I saw your video one time about custom heads, so I might try that approach. It's a lot of work to return the head to all quads. I basically do it manually because none of the de-triangulate features seem to give me a satisfying result and I ended up wasting more time undoing mistakes in the topology than just doing it myself. It takes about an hour to an hour and a half per head but once you get the flow of the geometry going it's pretty straightforward. I would have to take a look at the topology of the Content Creator characters and see if it's doable. The real trouble is the hands and feet. I modified them somewhat because I wanted a bit more detail in the hands and feet because I want to be able to do nails.If I can get the kind of look I have here on the CC3 figure to the same detail, then I would definitely not mind going with the figure: I'm not opposed to doing CC3 morphs but I want to make sure that the end result is satisfying.
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ToKoMotion
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ToKoMotion
Posted 5 Years Ago
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Group: Forum Members
Last Active: 3 hours ago
Posts: 678,
Visits: 31.1K
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Thanks for the clarification. I can imagine all the efforts in creating such characters. The hand looks great and it's indeed hard to create something like that in CC3. I think a lot of work has to be done on the normal maps to get similar results in CC3. Nevertheless keep up the good work and I'm looking forward to see the final characters.
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