Hey guys, I'm posting after long time. I was thinking of solidifying my character creation pipeline and thought of moving my (almost) entire modeling work on to zbrush, and using max just as the hub to put all the assets together and render. So here is the progress sofar. let me start by some renders on current stage.…
I think your proportion and anatomy is a bit weird. Close up of the face looks somewhat disturbing and his body just doesn't look right. Do you have a reference you work from?
Thanks a lot DireWolf for the reply. yep. I completely agree with you. This was my first full body zbrush model and its almost 2 years old now. I also see many anatomical conflicts now. But I just didn't want to waste this model so decided to take it up to rendering so i may learn lots of problems/conflicts that i may face…
to do the facial animation, I used bone based facial rig. and to simplify the animation process with lots of facial bones/points, i wrote a custom tool called 'moneta' that can store and load position and rotation data of array of standard max objects. thus, this was used to store, reapply facial poses. this, combined with…
then I put them altogether inside 3ds max, rigging it using CAT structure. Hair and fur was done using default hair and fur modifier inside max. This is how, the total setup/ rig up to now looks inside max.