![]() For this, I use the Data Transfer modifier which allows me to transfer data from one model to another.Īfter importing the ostrich with its custom bones via the Blender plugin into Character Creator, I start to edit the facial expressions. With the skin-weights completed, I still need to process the spacesuit accordingly. Finally, I rework the skin-weights of my character and adjust it to the new custom bones. I also add new more bones in the neck to allow for smoother movement. I do this, so I can animate the facial animation with these added bones. Here, I adjust the bones and add new custom bones. In the next step, I import the rigged ostrich into Blender. And I use the skin weight tools to blur and refine wherever needed. Once rigged, I check the automatic skin-weights using example animations provided by Character Creator. I start by using the AccuRig module inside the Character Creator. ![]() ![]() ![]() When I’m happy with the model and textures, I proceed with the animation process. I blend these three layers using masks starting from the ambient occlusion, edges, and normal direction of the surface. Then I switch to the Diffuse layer to focus on the coloring.įor each color, I add three layers with a main, highlight, and shadow color. I start by creating different regions on the model by assigning different materials: metal, plastic, fabric, etc. Immediately after the character is modeled, I export it to Substance Painter. ![]()
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