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CC Digital Human Contest 2020 - Mythcons - WIP #5

Posted By Mythcons 5 Years Ago
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CC Digital Human Contest 2020 - Mythcons - WIP #5

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Mythcons
Mythcons
Posted 5 Years Ago
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Greetings,

I've decided to sink my teeth into a highly difficult character: MODOK, which is an acronym for 'Mental Organism Designed Only for Killing'. The character is ridiculous. He is basically a giant head with legs and arms, in a bio-mechanical suit/chair/jetpack. I re-activated my Zbrush for this, as I know I'd have to go back and forth between modeling and Character Creator fairly often.

1) I started by gathering references in an app called 'Pureref'.

76% of original size (was 666x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/342160fb-76de-4778-8b1e-2518.jpg

2) In Character Creator, I loaded a Neutral CC3+ Base, selected all the components (base mesh, teeth, eyes) and sent them to Zbrush with GoZ. From there I enlarged the head and positioned the arms and legs accordingly.

76% of original size (was 666x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/421abe26-bba1-4981-b425-7913.gif

3) In order to build the vehicle around the character, I had to alter the character's T-Pose.

76% of original size (was 666x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/14083e19-226b-4bc4-9f7f-7f68.jpg76% of original size (was 666x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/aca9d3ae-2894-4efc-834e-e5d6.jpg

4) With the T-Pose set, I start to block out a sculpt of MODOK's mobility chair.

76% of original size (was 666x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/2261aa41-280a-4f04-bc31-2862.jpg

5) In Zbrush, since this mesh is grouped by UV tiles, I'm able to press CTRL + ALT + Left Click and isolate the head section of the mesh. This allows you to grab some texture maps, in this case I only want the Normal map. I've subdivided the entire mesh before isolating this section, so I'm able to go back to my lowest subdivision and extract this map. I'm not sure if its necessary or even advisable, but I've always inverted the Green Channel when using Zbrush to extract a normal map for Character Creator. I then select 'Clone NM', which allows me to exported it as a file.

76% of original size (was 666x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/43ff4431-275b-4a35-ba9b-9f91.jpg

6) In Character Creator, I loaded SkinGen and duplicated a layer assigned to wrinkle detail, and inserted the normal I extracted. This allows some of the sculpted detail to be imported.

76% of original size (was 666x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/6a7e7a9d-80e8-4fa6-8cbc-12dd.jpg

7) The armor is extremely rough at this point, and is not the final. I'm going to sculpt it in high resolution and retopologize it.

76% of original size (was 666x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/1ed06371-c765-4e54-b048-b3d9.jpg




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