Maya | Blender | Arnold | Zbrush | Marvelous Designer | Photoshop | After Effects
This is a project that I've been working since August 2022, handling everything from the initial Concept Art to bringing it to life as a 3D Rigged model. Sadly, I lost the most recent version of the rig but I have the videos showing of how it works.
Post-production and Simulations Challenge's
This is the final product. It's the first model I try out with hair and clothes simulation. I used dynamic curves in Maya for the hair, and Marvelous for the clothes simulation.
The issues I encountered are:
- I couldn't make the hair collision with the body, that's why it looks like the hair gets into the mesh. I had to render in different layers the hair to make it possible to achieve a "clean" final look in the walk cycle.
- I had to use rotoscope in After Effects, using the different rendered layers to make it look good.
I want to learn how to rig mesh hair and make it collide with the body to have better results in the future, because I really love the stylized hair. :)
Rigging showcase
The facial rig is made by layers, and the corporal rig has a IK and FK system, just the basics. The main focus was make a complete facial rig from scratch, and make it have vivid facial expressions. This was my first attempt using Python for Maya, and the first time I did a blend shape layered system. :)
Concept Art from the project
Uloktikta is the universe from which Kristhiel originated. Hopefully, I'll be creating more characters from where she came. Here is Kristhiel's concept art, as my portfolio predominantly showcases 3D, I've chosen to present this as the final highlight.