Since the uv’s were done I was able to start some texture work. (Sorry for the missing Eyeballs, 😉 ). I’ve replaced the eyebrow mesh with just a textured one. This will make it way easier when I create facial shapes for expressions, besides it is much more in style with the original drawing.
For texture work I prefer to work in Substance Painter because it is really powerful and straightforward. It also gives me a lot of freedom because of baking some texture information.
Playing around in c4d r19.
With Maxon’s release of Cinema4Dr19 we have Physically-Based Rendering in the viewport as well. It is a real time rendering method which provides you with instant feedback over what your light is doing as well as your Cameralens (Depth of Field). This will be such a timesaver and looks awesome.
To be continued…
PS: A real lesson again. Went out for groceries and the whole Substance Painter crashed on me again. CTRL-S is your best friend! Always SAFE SAFE SAFE! Not all is lost, the base is still there. Well the repetition is a welcome practice I guess.
Done with the base for the hands. I also tweaked some parts of the mesh in her face and moved the shoulders down a bit and made her neck a little longer. Next up the legs and then on to detailing before creating the UV’s for the texture process.
It’s been a while but I’ve been very busy. There are some really nice projects on the horizon but I will tell you about that later.
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.