Obsidian Reverie is a CG shortfilm I’m working with my colleague Brad Wright and Stefano Tsai. Brad is the director and concept artist, Stefano works on environment and Vehicle while myself doing characters. As I’m currently environment artist at work, I haven’t been doing a lot of character work so just take this opportunity to learn to make CG characters, include learning zbrush, skinning and rigging in 3dsMax, and also my 1st time using Vray. Enjoying every moment of the project working with 2 truly talented and inspiring artists.
To see Stefano and Brad’s update here – http://obsidianreverie.tumblr.com/
Trying out marvelous designer
I’m trying to match him to an earlier concept. Felt I need some rework on his trousers although there is a possibility to use cloth simulations for the short.
Mesh is skinned to the rig and it enabled me to pose him a bit.
Rigging setup is done. 1st time to do this in 3ds Max studio, took a couple of evening with a few mountain to climb. Skinning will be next !
Danny’s fullbody is done, gotta give him a rig for a walkcycle now. And what’s left? the helmet.
Medium Close-up shot of his textured jacket
Director decide to go for stylize character, and here’s the stylize sculpt in zbrush
Danny’s Head Turntable
Made the hair with planes instead of hair and fur to save render time in Vray. Guess what, that’s the hairstyle of Brad, and of course I got this approved right away 🙂
Look Dev for character’s texture and shader. Start from polypainted toon texture to realistic skin texture. Render in Vray with VrayFastSSS2, and an additive VrayMtl for highlight in VrayBlendMtl.
Danny Fullbody Sculpt Turntable
Danny Head Sculpt Turntable
Look Dev for the facial of main character – Danny
Look Dev for main character (From left to right, top to bottom). Concept art by Brad Wright