It’s been a while since I’ve posted here, but I’ve decided to get back onto the Blender horse in order to put together a project for a contest I’m participating in. It’s the Reallusion 3D Character Design Contest [they’re the creators of the iClone 6 animation program], but my general inexperience with anything 3D is proving a little problematic.
My entry is a reimagining of the Siren from mythology, portrayed as a predator that uses its deceptively alluring appearance to lure its prey in, which of course are men. Once in range for the kill, the Siren reveals its true colors when it opens its mouth abnormally wide, the jaws and teeth projecting themselves out of the skull like that of the Goblin Shark. I’ve put together some sketches I’ve developed for the character:
[This is actually a slight edit by another competitor in the contest, who added the fins on the thighs and lower legs.]
I’m working primarily in ZBrush for the modeling, Substance Painter and Designer for the texture, rigging the model in Blender, then taking everything into Unreal Engine 4 to animate the whole thing in the new Sequencer feature. Right now the issue I have is figuring out how to set the mouth design attached below up for animation. Do I sculpt the jaw open, then rig and close it in Blender? I’ll look up so tutorials for general rigging, just hoped to get a specific answer on the jaw before going too far into modeling.
The contest ends of October 16th, so I’ve got a lot of work to do, since right now I just have a bunch of sketches and ideas, plush a base model to build the design off of. I’ll be posting some updates as my project progresses, or you can track the full development process through my Polycount forum post here [be warned, it’s kind of long!];