Greetings,
I started WIP thread on Reallusion's forum before this one opened. You can view it here:
http://forum.reallusion.com/292375/Submission-WIP-1-LoboOriginally I was going to do Lobo as my contest submission, but I've since been told that the emphasis is on character design originality. For this reason, I will only loosely reference Lobo (along with other characters).
------------------------------------------------
I started my character process by downloading a tool called 'Image Overlay Utility'. It is a free app that allows you to load reference images. I began by using the internal shaping tools to block out a base mesh that I can export and sculpt on. This speeds up the sculpting process, and also keeps the character rig in the correct proportions. The morphs can be baked and saved as a preset, which is important for importing the sculpted changes. Since Character Creator does not automatically adjust bones, you need to reference the proportions of a base model or preset.
I was originally doing Lobo, as I mentioned, so I dialed down the Saturation in the Dynamic Appearance editor for the skin, in order to get a chalky flesh look. I plan to change this colors and paint where necessary, as I progress.
Replies
Great to meet you.
That's a really helpful idea for the image overlay tool.
I bet it would also come in handy for fleshing out body shapes of real people.
Good luck!
https://www.youtube.com/watch?v=_p8yGp4smsI
I'm going in a different direction. I wanted to expand my knowledge of Character Creator and iClone throughout this process, and I felt the design I was pursuing was limiting me. I've since used the same procedure listed above to block out a new shape, and did some minor sculpting.
The Eye Piece:
I used a Blender add-on called 'Hard Ops' to create the eye piece.
Adding it to the scene, and saving it as a prop, is a simple matter. I imported it in iClone 3DXchange as as an OBJ, then added it to iClone. I had previously set up my materials in Blender, which are saved during this process. Then I simply added Substances to each material (through the iClone Material editor). The glow can be added by plugging in an appropriate texture. iClone has a variety of these to play with.
I may create three versions of this character. His original self, his current self, and his future self.
The following attributes are pretty much locked into the character design/concept:
Name: Dhaos Zek
Height: 5'1" (originally 5'9")
Age: 396
Weight: 125 lbs.
Species: Human
Eyes: Blue
Hair: None (formerly white/blonde)
There are longer tutorials on Reallusion's forum, but in short, you need to export a character wearing the clothes from the Fuse character and save the clothes as a separate mesh. You then need to export an FBX of a character from Character Creator (from within Character Creator, not the Pipeline). Use a 3D application to line up the clothes with the FBX export. Then you need to attach the clothes mesh to the character rig. Finally, you need to copy the Weight Maps from the body mesh onto the clothes, and import the character (now wearing the clothes) into Character Creator.
It sounds more complicated than it is. Once you get the flow, you can do this in about 10 - 15 minutes.
The cybernetic arm and the electricity are separate decals for the Body texture. I added the electricity decal texture to the 'Glow' channel to enhance the glowing effect.
I think I'm about 50% there. Time is ticking, and I still have to complete a video.
I'd like to make the monitor seemingly interactive, or dynamic in some way.
https://www.youtube.com/watch?v=oJ56_WuxwRo
model