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Character for Reallusion Contest 2016
Published 10 months ago
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Pearl Character
This article can be found with more detail at my polycount account. Everything was done before my acquisition of Allegorithmic's softwares (snif)
For this contest I created two characters a woman and a monster.
  • Human Character Pearl
Stage A
  • Inner Emotional State Character Guilt Monster
Stage A
  • Human Character Pearl
Stage B
Sketches
  • Inner Emotional State Character Guilt Monster
Stage B
Sketches

  • Human Character Pearl
Stage C
Modeling in Blender


  • Inner Emotional State Character Guilt Monster
Stage C
Modeling
  • Inner Emotional State Character Guilt Monster
Stage D
High Definition Mesh
  • Human Character Pearl
Stage D
High Definition Mesh
  • Inner Emotional State Character Guilt Monster
Stage E
Retopo
I was originally planning to use these characters as videogame assets, also had to enter Retopology to make a functional mesh to work with iClones. So got over with it.
  • Human Character Pearl
Stage E
Retopo
The monster was very easy toretopologize since the legs were the only real moving part, but for Pearl had to take more time in detail to achive future "blend shapes", or in Blender case "Shape keys".
  • Inner Emotional State Character Guilt Monster
Stage F
Rigging, UVs and Map Baking.
By this stage, the contest began to get really closer, so I began to combine different activies as suited best.
  • Human Character Pearl
Stage F
Rigging, UVs and Map Baking.
The monster was almost finished, it was after all, a very simple model, but Pearl was a completely different story, she a lot of work to be done. I had already began preparing the rig since the retopo process so, beggining with paint weights was almost immidiate.
The model of Pearl is still a work in progress. I've made many tests to export it to Unity, but I have come up against many obstacles, the main one being that I didn't baked correctly the bones, becuase Blender's contrains and Unity aren't compatible at all. Right now I'm struggling with exporting succesfully the Shapes Keys (Blend Shapes in in Blender). I made a lot of use of drivers and other stuff, so I'm still exploring options for a succesful export. If I accomplish it I'll update this article, since time and money are against me this days, XD.
Remember if you wanna visit the polycount page with more detail and more images of my process, check it out.
As a final extra, I include a final model of Pearl pimped in Zbrush after the contest ended. Thanks for reading my article.
Also, you can check out my DA page or my other social links, you may also find a little bit more about this project.

Renato Limón Cisneros
Industrial Designer - Designer
3
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