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.
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.
For a personal project I need a model of the Duomo in Firenze. I could not find a proper one online so I was figuring out a way to recreate it myself. I remembered that as a child I had a paper model kit. It proves to be a very nice starting point.
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.