2024 Reallusion 3D Character Contest - HellGal

Will try to participate again to the Reallusion challenge, this time with a full character.
I have very little time so will try to be super efficient, so jumping on the first idea that came to my mind, a kind of HellBoy DOOM mix on a feminine character, will see how it goes.
I haven’t drawn or painted in two years I think, so feeling pretty frustrated haha.



From that I will do a body base from Susan, use face tools for customizing the face design and expression, and wrinkles. And send the body base to blender, 3DCoat for sculpting/creating the body armor. Hopefully I can try some soft cloth and spring bones, will see.

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Did some face concepts to refine some ideas from the body concept.



I then started to sculpt the body inn 3DCoat. I made sure I started from a Tpose that I can access in both Blender and CC4, for transfering the skinning. So I used the FBX export Tpose (maybe it’s camilla Tpose), which I re-imported in CC4, as the CC4 Tpose is different, 20 cm behind, and with legs slightly rotated compared to the FBX exported Tpose.





Next is retopo, UVs, and substance with UDIMs, will be a first for me to try to push the fidelity thanks to UDIMs.

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Great designs. Looking good. I’m wondering about the fingers and toes. Will you just attach these to the CC4 rig 100% weighted to each relevant finger bone and then just hide the original CC4 body mesh?

Yes basically, I wanted small hands in the design so I’ve reduced it in CC4, so that the body mesh and bones already have their final size from the start, so I could sculpt over that.

Started working on the face design/expressions/wrinkles with FaceTools:

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Wow - looking good .

The first integration test in blender, Motion capture in Mocap Fusion, directly on the character exported from iClone, so it could be re-imported in iClone, using an additional Tpose fbx export. And then re-exported to blender.
I started playing with environment interaction too, with simple cloth sim.

Started testing Eevee next in 4.2, and worked on some hairs with HairTool blender addon. Also from the same developer, tested Wobbly Wiggler for the canister and tail.

Started rendering in Cycles using Octa.render, the final perfect rendering solution in my opinion, out of Beta soon. reduces render farm costs by 98.5% I think, while being just as “1-click” practical as a farm. Also integrated a first test of substacne painter.
Mostly I started to redo all mocap from scratch.

Continuing the mocap and cleanup/integration, adding more shots.

Sound ON:

Finishing the mocap, body cleanup, enviro interactions, and polishing the lighting and render on Octa.render. Also adding some sound.
Next is recording the final dialogue while capturing the facial in iClone with live Face.

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update on her facial design, mostly sculpting, hair tools, texturing:



Then:

And substance painter on the body, I wanted to for something more stylized and painterly, but will see if I can paintover maybe:


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Worked on the poses images:




Now onto the turn-around that I will try to get animated with some body and facial mocap !

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This is looking great Loic, good to see your progress on her.

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is a very good job i want to learn the same. isee your work on octaespace maybe? http://34.147.146.4/ i downloaded your project and learn do the same is very good thanks

Hi Sailorman, thanks ! yes Octa.render Beta saved me a huge amount of headache on this project and another one I was finishing at the same time. One of the dev invited me and I’m so glad I found this opportunity here on blendeArtist, answering to an old thread !
I wasn’t aware you could download the blend file from any public job, please only use it as reference. I would love to produce some workshop around the pipeline and method I’ve found, or at lest some short tutorial. will see, maybe on my youtube.

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final images and turnaround !
Working hard on rendering the animation now !





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And here is the final video !

Work in progress:

And turnaround:

(I’m exhausted ! : D)