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.
Missing toes and need to look at some more volumes and lines but I am almost there.
Skinning test and marmoset toolbag test.
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.
Testing how the shader reacts to light. The things I am looking at is how light travels through the flesh. You can see this particularly through the ears.