I did this Homo Habilis back in 2018 for Oika, an episodic interactive experience for VR devices.
Working on this guy was really fun (and challenging), learned a bit about facial reconstruction, created some highly customizable shaders (included a video overview in my artstation with some examples), placed all of those fur cards by hand 😅, the fur texture atlas was created using Xgen.
It was rigged for motion capture in motion builder by Mauricio Pachón and Dahvid Cuevas helped me doing two animation tests so I wouldn't have to rely only on dumb memes 😅
I sculpted the high poly in ZBrush from scratch, used a bunch of fossil/bone references had to learn a bit about facial reconstruction.
The proportions were a bit weird if you compare him to a human, he was 1.3 m (4 ft 3 in), but his arms were really long, I was asked to make a bit taller than a standard Homo Habilis, but still is kind of unsettling 😬
The shaders of this guy were really fun to work on, I did a highly customizable shader that allowed my client to modify the looks of the character a lot, the inherited the skin BC by default, but you could colorize it any way you like. You could dye different areas, colorize the roots independently from the tips or even use custom patterns if you wanted to go crazy 💇🏽♀️💈
Awesome project. Could imagine how great it would be if a museum would use those kind of projects.
You're complete right! A couple of months after delivering this model I went to Mexico's National Museum of Anthropology and I couldn't stop thinking about how cool it would be to "augment" their already awesome dioramas, recreating those scenes in UE4 would be an amazing .
Replies
Expression Test
https://youtu.be/l4OlmG8kldA
Animation Test
https://youtu.be/C3-kiZeM95M
The proportions were a bit weird if you compare him to a human, he was 1.3 m (4 ft 3 in), but his arms were really long, I was asked to make a bit taller than a standard Homo Habilis, but still is kind of unsettling 😬
https://youtu.be/46dGg0zanyc
The shaders of this guy were really fun to work on, I did a highly customizable shader that allowed my client to modify the looks of the character a lot, the inherited the skin BC by default, but you could colorize it any way you like. You could dye different areas, colorize the roots independently from the tips or even use custom patterns if you wanted to go crazy 💇🏽♀️💈
Here's a quick video overview:
https://youtu.be/JovdvdsiP_Y
It was a really fun project to work on, learned a lot and two years after delivering it, I'm still pretty happy with the results
https://www.artstation.com/artwork/aRnW9J