The “Grunt,” a type of robot character for a new app being developed by Flarb LLC. The app will let users collect characters in virtual form, and produce physical models of their characters using 3D printing. Flarb supplied the concept art and ZBrush sculpt, and I retopologized the model, created UVs and textures (using the amazing dDO), rigged it and applied some handy motion-capture animation, and finally exported it to Unity3D where I created shaders for use with the (also amazing) Marmoset Skyshop.
Here’s a YouTube version in case the above Vimeo link doesn’t work:
A selection of real-time 3D character work showing off ZBrush sculpts converted into game-ready models (mainly in 3ds Max, with the occasional venture into Maya), texturing (in ZBrush and Photoshop), rigging, vertex weighting, and animation (again, mainly in Max), including facial animation (including FaceFX).
This is a character I’ve been working on for a while in ZBrush. I brought him into Unity3D, and plugged him into the phenomenal Marmoset Skyshop image-based lighting tools demo scene. You’ll need the Unity3D web player to see this web viewer:
Here’s a direct link to the Unity3D Web Player.
What’s great about Skyshop is that it uses a high dynamic range panoramic sky to illuminate the character, and this gives a naturalistic glow to the character while also making the character seem connected with the environment:
I also took the opportunity to put to use an animation viewer I created for a University of Oklahoma project I completed recently.
This viewer uses Playmaker for the buttons and triggering of the animations, and Unity’s Mecanim system for controlling the animation itself. Mecanim allowed me to apply animations from a variety of sources onto this character. The drunk walk and death animation you see here came from a motion capture collection, and I hand-animated the taunt and idles.
Here’s a shot of the topology in Polyframe mode, with the polygroups visible:
Some samples from a prototype video for a client’s game, and game technology idea. Basically a fighting game, but with accurate interaction and feedback, thanks to the client’s patented hardware.
With a tight budget and deadline, I had to make the most of existing models and animations. The characters are heavily altered versions of existing models, the tower is an asset from the Unity Store, and the attack animations are either from the Unity Store or Turbosquid. I gave the characters new outfits and textures, and generally overhauled them in ZBrush. The terrain behind the tower I built from scratch. And all the block, recoil, and gesture animations I animated from scratch.
The titles and the music in this video are by SQWare, LLC (though I did some quick and dirty reworking of SQWare’s more polished video work in making this video).
The characters are heavily reworked versions of a character on Turbosquid.
The tower was a light reworking of this model on the Unity3D Asset Store.
Most of the attack moves were variations on the motion capture in this animation pack by Mixamo. And I hand-animated most of the blocks, gestures, and idles.
This is a fairly old character I built to try out some FaceFX techniques. Recently I updated her in ZBrush and Marmoset Skyshop for showing off these techniques. FaceFX is an awesome program that reads in sound files and converts the spoken words to lip-synced animations.
Check out the interactive Unity3D demo here
Or see her in action in my Character Demo Reel.
A work in progress of a character I built from scratch. I started with a base mesh in 3ds Max, then sculpted and hand-painted it in ZBrush, and finally rigged and animated it in Max before export to Unity3d. Within the Unity editor I applied a skin shader from the Unity asset, “Chickens Shader Bundle” to give the skin some life.
Here’s a Unity3D web player for the character. Click to rotate, alt-click or mouse wheel to zoom, middle-mouse-click to pan.
If the above doesn’t work for you (if you’re on a mobile device for instance), you can see the character in action here in my character demo reel:
Topology within ZBrush:
Concept art for the character (I decided to forgo the more complicated wavy hair in favor of a straight-haired wig I had around):
The underlying costume comes from the painting, “Young Shepherdess Standing” by William-Adolphe Bouguereau.
Character and accessory design, modeling, texturing (diffuse, normal, spec mask), rigging, and animation for Emoko, a a virtual social space and web browser for the PC.
The look we went for was naturalistic, but a little on the stylized side. A combination of model swapping, texture layers, and infinite range of base colors allows for a wide range of customization for a given character mesh.
The male character had similar customization options, though much of that was handled by other artists once I had generated these basic elements.
(Background environment, men’s jacket, women’s jacket textures, tank top, and jeans by Matthew Nolan, hair sheen effect and some parts of the male texture by Weston Tracy, character shader design by Brian Ramage.)
This is a sample of some rigging and animation I did for a small indie project called Greysoul. The rig is a standard biped skeleton with some additional bones attached for things like cloaks and wings. And I made use of IK for the sword and staff, and for planting the feet solidly on the ground.
The models were built by Project Greysoul’s art team.
The same client later requested more animations for an action game prototype, this time in Maya source format. The client supplied the rigged character you see here.
Click here for a Unity3D Web Player I used to show the client the work in progress.