Vernos Langathripoodinary III

Created on: 16/04/2024
Worked on by: Thomas Lower

This was the first test of my own character creation pipeline

To view the full art station entry, please click here.

Process

Blender Modelling

The first step was to generate the base mesh, this was imported into Blender. Where the softwares sculpt tools were used to give more definition to extremities and create a sense of “sharpness” about the face and body.

The sculpted model of Vernos in Blender

The sculpted model of Vernos in Blender

Substance Texturing

The next step was to export the model to Adobe Substance Painter so that it could be UVed and Textured. I chose to focus on the makeup of the face with this project.

A screenshot from substance painter of the face

A screenshot from substance painter of the face

Rigging

A lesser-known software called Accurig was then used to generate a skeleton for this character, after which it was exported to Autodesk Maya to be converted to a fully functional rig

Animation

Maya was also used to generate the animation keyframes

Clothing

The animation was then exported to [Marvelous Designer](Marvelous Designer) where the model had its costume designed and animated using the software’s own physics system.

An image of the character in its rest pose with the clothing fully developed.

An image of the character in its rest pose with the clothing fully developed.

Groom

Finally, the model was exported to SideFX Houdini where it the software’s own hair system was used, after which the model was also rendered in Houdini using the Mantra engine.

Result

A still frame rendered in Houdini after the character was completed.

A still frame rendered in Houdini after the character was completed.

The generated video with audio

A sketchfab of the base model in a pose

#Solo #3D Art #3D Modelling #3D Texturing #Blender #Maya #Houdini #Substance Painter #Substance Designer #Character #Sculpting #Personal Project