So i downloaded the character creator for the first time and put some clothes on that naked human , gave it some abs cuz it should be somekind of badass, and exported it.
time too see how it looks. i made a save becouse i want to keep it open , but used automerge edit to put the cover on the 2nd vert from outside and extrude it out until it connects with the skin.. assign a material too the cover and innard
the glass and metal material is made by epic games btw
here I prepared the char to extrude inwarads again to make some more room, think ill put some hoses and computer parts in there. Perhaps some moving parts and lights. I made another duplicate of the chest to function as glass cover again
So i had problems making animations in blender with this rig, so i thought id give Iclone a try, used 3dxchange to convert and send it to iclone, so far i really like direct puppet and motion puppet
ok, dont know how much time ill have so ill try get something up and running. I put the glass back on the model, I unwrapped the model. created a new 2k texture in UV editor. I selected just the brain material unwrapped again and exported the UV. than selected the mechanical insides and unwrapped again.
now you smooth it all, unwrap the whole head now select everything that needs a wet layer. tongue mouth and eyes. back to UV editing and unwrap again. press UVs and export UV do the same for everyting that is not supposed to be wet
I go back to blender select the eye material slot, go to textures and add the UV i just painted in gimp, and i do the same for the face.
now in object mode i press add single bone and now go to edit mode with armature selected. with shift a i keep adding bones and placing em on the spots i want to move
now i make a 2d char over the manuel bastoni lab rig I extrude all out select everything and hit smooth vertex a few times. now i select the mesh and than the armature and hit ctrl P and select set parent to bone with automatic weights
lol i just attatched the head to the neck in unreal and put both on play animation asset and recorded it with shadowplay, super crap but im on a serious time budget here
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I just want to see what i can make.
not the best use of char creator but i was done in a few min and wanted to check out topo and stuff
spine and brain... the parts that make a cyborg
i made a save becouse i want to keep it open , but used automerge edit to put the cover on the 2nd vert from outside and extrude it out until it connects with the skin..
assign a material too the cover and innard
placeholder UV to check how it looks, normal maps generated with insane bump
now to put more cy in my borg
here I prepared the char to extrude inwarads again to make some more room,
think ill put some hoses and computer parts in there. Perhaps some moving parts and lights.
I made another duplicate of the chest to function as glass cover again
some cable that goes to an electronic heart or something. i dont smooth the outsides or it wil be hard to put the glass cap on again
i used boolean modifier to make a hole in the leg
this breast armor plate with the hoses coming out... what the hell was i thinking yesterday and what should i put there
seperated the leg and weight painted it fully red
unreal forum
I put the glass back on the model, I unwrapped the model.
created a new 2k texture in UV editor. I selected just the brain material unwrapped again and exported the UV. than selected the mechanical insides and unwrapped again.
now select everything that needs a wet layer. tongue mouth and eyes.
back to UV editing and unwrap again. press UVs and export UV
do the same for everyting that is not supposed to be wet
and the UVs look like this: eyes mouth tongue
rest of the face :
now i make a silly face in gimp
the eyesI use insane bump for ambient occulsion and normal map
now in object mode i press add single bone and now go to edit mode with armature selected.
with shift a i keep adding bones and placing em on the spots i want to move
now i make a 2d char over the manuel bastoni lab rig I extrude all out select everything and hit smooth vertex a few times.
now i select the mesh and than the armature and hit ctrl P and select set parent to bone with automatic weights
with animation done i export as fbx and import to unreal engine 4.
unwrapped the body too, painted it in gimp.
well i roughed it on all sides to get it done in 3 days when i only had a few hours first 2 days,
it does give it a verry ghetto look