2024 Reallusion 3D Character Contest - Roller Derby Girl

Making Of / 17 July 2024

I was searching for inspiration for a submission to the 2024 reallusion 3D character contest when I stumbled upon a free model of roller skates from Adobe. This sparked an idea.

I've always wanted to create a Roller Derby character because there's so much creative freedom with this concept. Since the model comes from the Substance library, it has excellent UV mapping. However, after cleaning up the model for use in Character Creator, I realized that its 96K polygon count was a nightmare for weight painting and far from ideal for animation.


While weight painting, I noticed that the model was fully detailed on the inside, which is insane. I had no choice but to rebuild it to make it far more usable. At least now I have a great starting point for a lighter model, and it's nice to get back into some hard surface modeling again.



I really want to switch entirely to Blender, but my muscle memory from using C4D is still holding me back...


I reduced the polygon count from 96k to 32k, making it much more manageable. To retain detail, I modeled it to be subdivided. Next, I need to unwrap the model, and then I can finally get creative. For additional inspiration, I created a Pinterest board to better guide my creative process.

Alright, UV unwrapping isn't the most fun part of 3D modeling, but thanks to RizomUV, it's manageable. Here's the result:

With this new model, the weight painting process went much more smoothly.

I'm starting to bring some parts together, but there's still a lot to do. It's still very much an early work in progress.

I've completed some parts of the outfit, but I still need to break the symmetry. Before that, I need to gather the remaining gear. Here's what's still on the list:
  • Straps for the helmet, with plans to enhance it with a Roman plume or similar decoration
  • Kneepads, hand protection, and elbow protection.
  • A top and shorts.
  • Tattoos and wounds from the Jam.

I reviewed the helmet model and wasn't satisfied with the overall design. The way I had modeled it was prone to shading artifacts.


As you can see, the mesh lacks enough support edges to hold the shape properly. The only option was to start over.

Now, the helmet retains its shape and looks much better.

I wanted the straps to stay unfastened to emphasize the character's carelessness. I also wanted the straps to "flap" around as shown in this clip. 

Unfortunatly I need to spend more time perfecting this effect. Like stated earlier in the thread the shading and colors are still in rough concept phase. 


I've made some progress on the texturing, which was a welcome change from modeling. I've also altered the body shape to be more masculine. This is what's so awesome about Character Creator—you can make changes on the fly without breaking the entire rig. I really think it's starting to convey the concept.

Another design pass on the skates. Maybe they are still too sweet...

I've made the breast a bit smaller to fit better with the overal character.

In Substance Painter I tried to create some band aids for the character but I felt so limited by either my knowledge or the possibilities. After a while I decided to create a band aid shader in Substance Designer and utilize those instead. It's a simple setup and I have to restrain myself from going overboard with sliders and tweakable parameters.

The result was way better.

I did another pass on the textures and fixed the teeth up.


I am aware that the process is quite technical and yields the expected results. However, as I mentioned earlier, I wanted to take a more extreme approach. I had the idea of giving the character a Roman helmet mohawk. This sparked further inspiration for the character, leading me to steer in a Mad Max direction, which feels like the right path to take.


I created the wrist protection part and worked on the details of the pants. After much postponement, I have finally started working on the kneepads, although they are still in the early stages.

The knee pad model is done and textured.

After finishing up all the assets and parts I could start the animation process. Since it is animation I will share the last part as a video. Enjoy

Report

Lynn Lewis part 2

Making Of / 25 April 2023

Here you can find the Behind The Scenes video of the Lynn Lewis Project in Unity3D.

Report

2021 iClone Lip-Sync Animation Contest - (Do Right, Jessica Rabbit)

Making Of / 28 September 2021

So I've changed quite a bit again. I really liked the lighting on the last one so that one is there to stay but will get back in there in a later stage. I started the last hair on 05_Wavy Bob Hair. This is available with the toon But it proved hard to get it right and the mesh is triangulated which made it even more difficult to adjust. This hairmodel comes with the toon figures from Reallusion.

 The hair still bothered me so I went back in to ZBrush. 

Hair is quite difficult but I finally came up with a nice hairdo which is in line with Jessica's original design.

Here are some iteration of the animation and lip synch. Will add some camera editing as well but for the sake of the lip-synch I did it like this for now.

First and automatic.


Refine pass 1

Refine pass 2

I noticed that it is hard work the accu lips on mixed down audio with a lot of noise in it and because it is singing I had to time a lot by hand.

Report

Alien Scout Rift One Development

Making Of / 16 September 2020

Hello world! Yes I am still alive and I want to share some proces on my latest work. So I've been working on this character for Rift One, An indie game currently under develpoment by Data 7. This is the concept I had to work from made by Jimi.

In Zbrush I roughly setup the shape using Zspheres and then got to the dynamesh phase.

When the shape had everything blocked in I did a retopo in c4d.

I do this in c4d because I am quick with the modelling tools but it could be any 3d application. The mesh is really low poly but it has enough support for the overall shape. Once done I brought it back in to Zbrush with UV maps in place.

I did not do any (re)projection and started to work on subdivsion level 2. Level 1 will get deleted because it's to low poly.

I also did a quick polypaint to get and idea of the colors and have a base for the texturing phase.
Here I also started blocking in some elements of the outfit. I currently need to work on those to get the character complete. But for now I wanted to focus on the skin texture in substance painter. So once I had all the details in place I exported the poly paint as textures and setup everything in substance painter.

This was the first setup I've made but I wasn't entirely satisfied. I had to experiment a bit with the best way to get the details from Zbrush in substance painter. In the end I baked the information using a high res model and cleaned up the baked maps.

This is the result so far. The mesh is split up in 4 uv tiles using UDIM.

I also did a quick setup to see if the mesh was ok to rig quickly in Blender using Auto Rig Pro. This went like a breeze and I only had to clean up the weights of the head. 

That's it for now. Next on the list is blocking the outfit and create clean topo for those and texture everything. The character will end up in Unity3D. I hope you enjoyed this quick making of.

Report

Still evil

Making Of / 21 June 2019

Finally found some time setup the shaders in octane.


It is still a little cumbersome to setup but I found this tutorial https://www.youtube.com/watch?v=6OUI74DN_2E  which helped me. You have to skip some of the intro which is only links and stuff but in the end he shows a nice shader tree setup in octane what and shows you what to do with the exported maps from substance painter and which settings to use.

Report