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JupiterGrace — GRACE | Work in Progress #2

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Published: 2018-01-17 23:38:11 +0000 UTC; Views: 1668; Favourites: 25; Downloads: 0
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Description

Screenshot for my upcoming work GRACE
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This is my second screenshot for Grace. She is fully rigged and prepared for animation! I'm sorry though cause I will never share her story or anything. Modeled and rigged in  #Cinema4d, I might share some information about her rigging, just ask me that in the comment section  

You can follow me at:
twitter.com/imKarlBeltran
www.facebook.com/karlpaulo.bel…
#artofjupitergrace #JupiterGrace  #jupitergraceart 
(c)KarlBeltran GRACE (2017) Work in Progress 
Copyright 2017 Karl Beltran All Rights Reserved.

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Comments: 11

AnimalAsLeader [2018-03-15 12:14:57 +0000 UTC]

Hard for me to judge this, because, what kind of criticism are you after? Normally I look at how realistic things look, but 3d characters, especially those for games, are always a trade-off between computational effort and realism, so it's hard to judge what was a conscious decision and what you actually missed/could've done better. I guess, with rigging and animating, you can ask yourself, how many polygons/vertices you can have at most before it kills your PC and then look at where you need them the most.  I'm not sure if you know but most applications (like Blender, Unity, Daz, etc.) also use so called maps, for example normal maps, where you can add additional detail that is not actually sculpted, but just painted on top. If done well, you can cut the amount of vertices by 75%...
Onto the model, then: There's nothing wrong with the anatomy, however it's more of a stylized/comic look rather than a realistic one. If that's what you wanted to achieve, then gratz, you did it well. Not sure how hair works in c4d, but in some programs like 3ds max you don't actually need hair geometry. Instead you use splines to simulate hair/fur, etc. If such a thing is possible, you can "spend" all these vertices on sth else.

All in all, I like this piece and I find it great that you share your work process with us!

How do you rig your character? FK, IK? Also, is this going to be a character used in a game engine?

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JupiterGrace In reply to AnimalAsLeader [2018-03-16 04:28:13 +0000 UTC]

Hi thanks for the comment, I agree with what you have stated
Yes I know some stuffs about Maps, I already have some for this character (except for the geometry hair, I procrastinate on that one ). 
There's Spline simulated hair and fur option in C4d, but I always have technical troubles working on such, though I would want to try options of either going X-Gen Hair in Maya or GMH2 in the future. 
There's an option where I can change with either rig setups (I can go for FK or IK) anytime. I'm sorry but I don't have any idea on importing/using character/s for game engines, though I like that idea I want to try that out.
Thank you so much for the comment again  really appreciate it!!!
 

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AnimalAsLeader In reply to JupiterGrace [2018-03-16 11:26:13 +0000 UTC]

I see.
Do you have a playback function so you can preview your animations in realtime?
You could check how the FPS is for more complex anims and see for yourself if there's too many vertices. For example, in my blender stuff, I have about 17k vertices and when I add some shapekeys, the FPS drops to 10-15 which is a pain in the ass to work with since you have no feel for the "tempo" of the actual animation. 

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JupiterGrace In reply to AnimalAsLeader [2018-03-19 11:09:37 +0000 UTC]

The Software that I use, C4d, has that option as well and yeah I do agree timing is just painful in animation.
Especially when you're dealing with a ton of controls from the rig that you have, trying to fix all of them in the/a Graph Editor.

Mad respect for Pixar and Blizzard Animators, they're like the Gods of 3D Animation XD

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Gareque [2018-03-03 15:18:04 +0000 UTC]

Hi there,

I'm here from ProjectComment  and would like to give you a bit of feed back .

So, first thing's first, the work itself is great.  I can't fault the anatomy or anything else that's been done with it.  The pose is simple, but works and I imagine this is to aid in the animation that you will be working on.

As this is to be an animation, it's hard to really tell how much would be too much detail, but I would say that the details on the clothing might be improved by adding a basic texture to indicate the fabric.

I would also say that the eyes may work better if they are open, as they are one of the focal points on the face.

The lighting is great and none of it seems out of place, so for a WiP prepping it for animation, it looks like it will be a great one when finished .  What's you overall plan for the animation going to be?

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JupiterGrace In reply to Gareque [2018-03-05 22:19:31 +0000 UTC]

Hi, Thank you for this comment  
About the Cloth, yes there are some texture maps for it, it's just that this screenshot was before I started working on the said feature (textures). I do agree about the eyes, they should've been opened 

As for the Animation, I should start of with some "Model Posing" sequences first, or some walk or run cycles so that I could get a hang with the controls that I have applied for the rig (Every CG Animators undergo such stage before tackling the advance once)
Anyways Thanks again for the comment   it is insightful and I also appreciate it! Have a great day     

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The-Doctor-W [2018-01-21 02:58:54 +0000 UTC]

Really neat 3D rendering. 

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JupiterGrace In reply to The-Doctor-W [2018-01-21 13:13:47 +0000 UTC]

Thanks  

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DeRezzurektion [2018-01-18 00:57:18 +0000 UTC]

The art style feels similar to the Star Wars Clone Wars animated series so all of the clothing detail is interesting and the facial expression at the current moment looks really nice. Good Job with the facial rigging!

👍: 0 ⏩: 1

JupiterGrace In reply to DeRezzurektion [2018-01-18 03:39:52 +0000 UTC]

Thank you so much ^-^ I really did put so much hard work on the facial rigging alone. Have to admit though I haven't watched the series sorry, but I'll check it out in my free time. However, her design was influenced by so many stuffs, which includes Overwatch

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DeRezzurektion In reply to JupiterGrace [2018-01-18 07:48:26 +0000 UTC]

Well it all pays off!

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