Upon the geometry returning to Character Creator, I was making sure to establish if the geometry is clothing or an accessory as this establishes how it is skinned to the body. I also used Marvelous Designer quickly to create the flowy skirt.Īfter completing the final models in Maya, I brought the entire outfit into ZBrush for a final sculpting pass, created low poly meshes from the final sculpt and used GoZ to send the geometry back into Character Creator.
My next steps were to use Maya for any hard surface modeling, as well as finalizing the proxy meshes I made in ZBrush. I do this as a first step to proxy out the proportions of the costume and establish the forms and silhouette. I began by blocking out base forms in ZBrush by masking sections of the model, extracting the mask, zremeshing to refine the edges, and then panel looping to add thickness, if needed. Part 2: Modeling Clothes and Accessories in ZBrush, Maya and Marvelous Designer I then sent the body mesh back to Character Creator and transferred all of the newly sculpted details back to the base mesh simply by updating the mesh. It’s best to alter these things inside Character Creator and sculpt details inside ZBrush. While I’m in ZBrush, I try to be careful to not move the positions of any geometry affected by a bone, such as elbows or eye locations. I utilized the morph sliders to fine tune all the muscles and proportions, and then used GoZ to send the character into ZBrush for a final sculpt pass on the body. The character base (CC3+) mesh utilizes UDIM workflows as well as has optimized geometry and UVs to allow for a better final character as well as opens more doors and opportunities in terms of texturing methods. The first step of this project is to match the body proportions to the wonderful concept by Jue Li and it is made very simple with the use of Character Creator 3 (CC3). Part 1: Creating Character Model in Character Creator and Sculpting in ZBrush In this tutorial, Crystal will be showing how easy it can be to create a character from a concept with Character Creator and send it into the Unreal Engine using the LiveLink from iClone. She has a background as a generalist and has worked on many different types of media such as TV episodic, Short films, Feature films, VR, and animated features. She has worked for many companies over the years such as Method Studios, DNEG, Artifex Studios, Redpill VR, TLM Partners Inc and BRON.Ĭrystal is currently working as a Senior Modeler at Digital Domain.
Senior character modeler, Crystal Bretz, shares her experience in creating an animated game character for Unreal Engine by using Character Creator and iClone.Ĭrystal Bretz is a Senior Character/Creature Modeler working in Canada.