joel•O•tron

A bit out of Character…

Posted in Cinema 4D by Joel Dubin on July 2, 2011

Five or six years ago I was contracted to design and build a character for an up-and-coming game company. It was really my first character gig, but was excited to dive in and give it a shot. Not sure if the game ever saw the light of day (not much of a gamer actually) but it was a fun project to work on and learned a lot in the process.

Never finished it completely–the boots were meant to be snowboard boots (Its Danté, the Snowboarding  Demon from Hell!), textures were never  refined and sub surface scattering’s a bit blown out. There are some anatomical problems too. Blah blah blah…

But thought I’d share anyway–just to show that it’s not always microbes and slime for me.

 

6 Responses

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  1. Shalom Ormsby said, on July 2, 2011 at 5:51 pm

    Not always microbes and slime indeed! Very cool. Did you model this in ZBrush?

    Looking forward to your procedural modeling tutorial.

    • Joel Dubin said, on July 2, 2011 at 5:57 pm

      Hi Shalom

      Thanks.
      No just straight out Cinema 4D modelling. A bit clunky of a process, but worked out OK. Never learned Z-Brush, but it’s on my list.

  2. Andrew Jarvis said, on July 6, 2011 at 5:23 am

    Beautiful work! Are you rigging it or someone else–and if someone else, I’d be interested in hearing about their process. That’s my current challenge… I want to start doing characters talking, but I’m not sure how to go about rigging faces, or even if facial rigs are the way to go, or if I should go with facial blendshapes. Here’s a shameless plug for my latest video: http://on.fb.me/alien-on-bus I just used this Maya script called Rapid Rig… doesn’t do anything with faces though :/

    Anyway, sorry if rigging isn’t your thing and I just rambled on for no reason! lol

    • Joel Dubin said, on July 7, 2011 at 1:03 am

      Hi–thanks.

      Interesting video :)

      Actually, I’m not much of a rigger. I built and textured the model, hired someone to UV map it for me. Then it was handed over to another team for rigging and animation. I was hired only to build the model.
      There should be some good maya rigging communities around the web–maybe try the forums over at cgsociety or the Autodesk site–think its called AREA.

      Good luck.

  3. Andrew Jarvis said, on July 7, 2011 at 1:07 am

    Thanks man! Since this post I actually bought this: http://www.amazon.com/Stop-Staring-Facial-Modeling-Animation/dp/0470609907/ref=sr_1_1?ie=UTF8&qid=1310000719&sr=8-1 It looks like the solution the book offers is a facial rig that blends between 40 morph targets… kind of crazy, but apparently this is the best method around.

    • Joel Dubin said, on July 7, 2011 at 1:09 am

      Yes–I should have suggested Stop Staring. I have that on my bookshelf too. Will show you how to create the best mesh topography for your face.


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