Part 2: Regular Character Renders in Marmoset

The character in marmoset viewer can be viewed in this link: https://www.artstation.com/artwork/XBNBrL 

The lighting was reduced in the viewer as it only accepted 3 lights and the cameras were changed to have a Reinhard tone mapping for a warmer colour with the red and blue channel slightly adjusted.

Part 1: Regular Character Poses

I animated the regular character into the poses I wanted it to have and adjusted the skin weights when I saw an issue with the pose I put it in. This fixed most of the problems that I’ve been having with the character geo. I also went back and forth from Marmoset and Maya whenever the base mesh was poking out of the clothing to adjust the skin weight. I did this for both characters.

Part 3: Decayed Character Poses

After rigging both characters and animating their walk cycles, I set upon animation the poses. Along the way, I adjusted the skin weights to fix any issues with the base mesh poking out of the clothing and making sure it was kept in before exporting it out into marmoset.

Part 1: Decayed Character Blendshapes

Blendshapes 1.2

Since the topology of the decayed character is different due to its asymmetry, I had to recreate the expressions used to create the blendshapes from the regular character. The decayed character proved to be more difficult than the regular character because of the asymmetry which meant that mirroring couldn’t be used properly without messing up the other side.

However, I think that I managed to recreate the facial expressions for the blendshapes quite well with some slight adjusting afterwards.

Part 1: Regular Character Blendshapes

Blendshapes 1.1.png

The blendshapes created reflects the most common facial expressions pinup models use when they pose.

The top row shows the smiling eyes, blink, surprised, and a winking eye (left to right).

The bottom row shows a pout, smile, smirk, and an ‘o’ shape mouth (left to right.

This is my first time creating blendshapes which I found initially difficult due to not being able to move specific areas or other areas moving without needing them to. I managed to get the hang of it after some time and ended up with the blendshapes above.

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