I’ve been working on a base female model which I intend to sell. I’ve always missed good human assets in c4d, so I decided to make one myself. It’s sill work in progress but here is a sneak preview. There will be a rigged version as well which I want to be compatible with unity3d as well. The mesh is optimized for real time rendering. I also planned a male model but I don’t want to use the same base mesh for that mainly because in my experience the shapes don’t work.
motekentertainment was kind enough to provide me with some motion capture samples. I needed to see how it would fit in a pipeline with cinema4d and the rigs I use. It is all connected through constraints which allows me to also keep control over the IK setup so it is very flexible. The mocap is pretty simple but I am confident it works like a charm if the motion is more complex.
Got a bit tired of walk cycles so I’ve put her in a car. In this sequence I really had room to see what I could do with the this cartoon shading technique. I was particularly curious how it would work the depth of field. So I rendered a depth pass and used that for the out of focus and also to control whether there would be lines or not. It all works very nice and it gives great contrast in the look. I am not quite happy with the smile and her lighting in the last shot though so I will change that sooner or later.
Another turntable test with a bit more animation. This was to test the rig and I always like to paint weights on an animated character so I can easily spot weird deformations in the mesh. Still missing some final touches but she is nearly done so I can develop the rest of the assets. I know I can be a bit tedious on details but I like it to be the best I can achieve.
The same animation but with the finished face setup. The rigging is finally finished, I’ll probably run in to things when I start animating specific scenes but the base is rock-solid. I will add another video with more focus on the facial rig.