Missing toes and need to look at some more volumes and lines but I am almost there.
So I’ve started to create the 3d version of the character in C4D of the previous drawing I’ve posted. It is really hard to convert the flat version into a volume and keep it nice from all angles. Overal the shapes and lines are in there. So lesson learned is “Draw first and build later!” drawing really helps to determine the lines so you are able to preserve the important features and characteristics.
The Polyflow feels nice for now. The ear could use a little attention but I am not sure in what level of detail I want them to end up in.
The shading and lighting is very basic but I’ve put it in there to get a rough idea. Here is a clay render.
The expression is dull because I want to rig it later for animation and posing. Her head also feels a lot longer in the drawing but for now I will go on with this model like it is.
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.