首頁 » Page 72

Pixar Style Character Creation with Character Creator, Maya and V-Ray

Learn to take advantage of Character Creator 3 to empower your render pipeline.

José Tijerín is a digital illustrator and 3d sculptor, he is currently a videogame developer at Tijerín Art Studio.

Character Creator 3 is a powerful 3D character creation program used for video game and video production. It is capable of producing highly believable – yet stylized – images when used in conjunction with Maya and V-Ray.

In this article, Jose will explain his workflow with Character Creator and Maya V-Ray for creating Pixar style characters. You can download a free trial of Character Creator to create yourself.

Why Character Creator

For this tutorial, I will use one of the cartoon characters from my videogame “Dear Althea” which will be released this summer on Steam and Itch.io, and whose characters were created entirely with Character Creator. In my game I use rendered images with an oil painting filter to create beautiful illustrations that resemble old paintings, so you can see just how many options Character Creator has to offer when it comes to making projects.

Using high quality textures offered by Character Creator

When creating a character with Character Creator we will automatically have the face morph, the full rig and textures at high quality. All this can be exported perfectly to 3D Maya saving us several days of work and increasing the speed in the workflow if we have many characters. The aspect we will focus on will be the use of these textures in V-Ray to create fantastic materials and render images of our characters at high resolution. 

In this case, I start first with looking for references and making some concept art of the character. Then for me it is important to start modifying the textures before I start modelling because, especially in the cartoon style, this can completely change the features of the face.

Thanks to Character Creator we can easily save the textures to our project folder; but it is also possible to first create the character in 3D and then send it to Substance Painter to create the textures later.

Keep in mind that each skin is unique and it is not enough to change the general tone of the texture, even if your character has a cartoon style, so it is advisable to consult the appropriate references. 

To achieve a stylized finish in the textures I recommend redrawing the opacity texture of the eyelashes, redrawing the eyebrows in the facial texture and replacing the texture of the eyes with cartoon eyes. We can also slightly blur the skin and nail textures to get rid of the pores and create a more uniform texture, but we won’t do that in this tutorial.

Modelling a cartoon style character

After updating the textures of the model in Character Creator we can start modifying its physical appearance. If we activate the Morph option we can modify the facial and body features by clicking and dragging the areas we want to modify. I recommend to start doing this to get a rough resemblance of our previous character drawings and then go to the Morphs section in the Modify menu to have more control over the changes, and further adjust the resemblance.

Finishing modelling in ZBrush for a great finish

Once this process is finished I always send the character temporarily to GoZ directly.

To do this remember that you have to have ZBrush installed, with the plugin already installed and the program open with a project already open. I also recommend working without perspective and having symmetry activated.

To model the character you will see that the size of the brushes is very small compared to the character. To modify the size of any brush we have to go to the menu Preferences / Draw / Max Brush Size and increase the size of the brush to work more comfortably.

Working with a cartoon model in ZBrush until it resembles the references I have drawn is very simple and does not require us to increase the number of subdivisions. We just need to smooth the model to visualize it in the same way as we will do in 3D Maya when we lay out the character and work with the polygons.

To work with the polygons we have to activate the PolyF option, although at first it may seem unintuitive and it may seem that we need more polygons; remember that animation companies often use even fewer polygons in their animated characters.

Back to Character Creator

I don’t want to finish this section without giving a warning: that if we deform some parts of the model too much, several errors can happen, such as texture distortion (for example if we stretch some part of the model and our texture will be very distorted), morph deformation (if for example we make the eyes too big it is likely that the eyes can’t close properly) or rig deformation (if for example we deform the shoulders the rig of the hands will stop working properly). Fortunately for all these problems Character Creator offers solutions.

When we have finished we will only have to use the GoZ again to return the character to Character Creator, but remember to remove the Diffuse and Normal Map textures if you have not modified them before because the Normal Map textures that Character Creator offers by default will modify the appearance of your character and can confuse you if they are not the textures that you will use in the final version.

The perfect hairstyle

Character Creator has just updated its hair system and now offers several hairstyles, beards and even eyebrows (suitable for video production) that you can use on your characters, but for my project I decided to create a very personal style of hair.

In my case I start creating the base of the hair using the Topology tool. The hairstyle gives a very important definition to the character, so you have to pay special attention to its shape and volume. When I finish creating the clothes I make a retopology of the hair and start shaping the polygons to create tufts of hair. Once I do this process on the whole base of the hairstyle, I make a copy and take it to Maya. There I select a few rows of polygons to create hair tufts. 

I don’t apply any texture to this hair because I leave all the work to the hair material offered by V-Ray, but later in the tutorial we will see how to work with realistic hair.

The clothes that define the character

To create the clothes I usually use ZBrush and its new fabric simulation options; although sculpting the clothes is still one of the options I like the most when we have very complicated garments. I always create these clothes on top of the character and when I have finished them I make a good retopology and send them to Substance Painter with the orderly UV maps. 

Although I used to attach the clothes to the Maya character rig, I have now realised that Character Creator offers a lot of advantages when it comes to dressing characters. It offers several clothing items in addition to the ones we can import and use on future characters. 

Exporting from Character Creator to Maya

Now we can export our character by opening the File menu and clicking on Export to have our character in Fbx format. In the window that appears, remember that the most important thing is to select the Maya option, everything else can be left as default.

To put this FBX file in Maya we only have to open the program and drag it in.

Configuring Maya to use V-Ray

Once we have imported the 3D character from Maya we have to go to the Render Settings menu and in the pop-up window we have to go to the Render Using section to select the V-Ray option. In that same window, in the Overrides section, activate the Viewport subdivision option to render the smoothed geometry (as long as we have selected this geometry and we have previously smoothed it using the numeric button 3). Further down in the same section we can find the Environment section. Finally, go down the tab and activate the Override Environment option.

Get good lighting quickly

If we now activate the render by clicking on the “Render the current frame” button we can see that the scene has basic general lighting. To improve the lighting quickly we can add sun and sky to the scene through the same window in the Environment section.

In order for the rendered scene to not appear over-exposed because the default camera in use is not well configured, we must select it in the Outliner menu and within the camera menu, activate the physical camera option. If we go into the properties of the sun we can also reduce its intensity and add some turbidity. 

Applying the normal skin texture well

Now it’s time to use textures, you can look for them in the folder that the Character Creator has generated or you can save them directly from Character Creator. The most important images for the skin are all the diffuse textures and the normal micro map texture that can be obtained in the Shader Settings section.

To apply the skin texture just hold down the right mouse button and release it on the Assign New Material option. The properties window of the image we are going to add to the material will appear. Normally this normal texture is too strong. To lower the intensity just go to the Bump multi parameter and lower its intensity. 

Applying two normals textures to the skin with a single material

Rendering the material with this texture we can see that it works perfectly, however if we zoom in we can see that we need much more detail. To add the micro-normal map we have to open the Hypershade menu and load the texture we just created. In the node representation we can see how the only texture associated with the material is the normal map that we have just placed and that now we have to unlink. 

If we go to the Create section we can look for the Layered Texture node and click on it. This node will allow us to combine several textures in the same material. If we click on the node we can see its menu, inside we can create two spaces for two textures by clicking on the Add New Item button. If we already have the textures inside Maya we can simply drag them to the section we want. Before we continue we have to link the Out Colour parameter of the Layered node with the Bump Map parameter of our texture.

To add the second texture which would be the Micro Normal we can simply drag it from the folder to the node window. Now we just have to click on the Layered node and drag it as we did with the previous one to its section. 

Now we have the two textures in the same material, but one of them covers the one underneath. So for the moment I’m going to deactivate it to leave only the Micro Normal texture. As you can see the Micro Normal texture is not working properly, this is because the texture size has to be reduced. To do this, click on the Place node of this texture and in the menu look for Repeat UV and enter a value of about 40.

Now we can see that the quality of the skin has improved a lot, but we still need to blend both textures. If we go to the Blend Mode section of the Micro Normal texture inside the Layered node we can select the Add option. And then we lower the opacity of the layer. We can see how both textures have been combined. Now we can increase or decrease the intensity of these combined textures to get the perfect result.

Creating a V-Ray Skin Mtl material

You already know how to set a basic skin volume. But now let’s go one step further. Again we will select the face of the model and add a new texture. But this time we will choose the V-Ray AI Surface material, but first, I’ll remove the basic material. 

This material already incorporates a texture blending system for normals, so we’ll remove the layer node. Now we will attach the facial normal texture through the Out Colour section to the Bum Map of the new material. And the Micro Normal texture is introduced in the same way in the Reflection 1 Bump Map section of the new material. The first thing to do is to lighten the skin. To do this, we go to the Diffuse section and set it to black.

In my case I’m going to modify the Character Creator glow texture and place it in the Reflection 1 Strength section. And I’m going to lower the volume values in Reflection 1 Bump Amount and Bump Amount to make the skin less rough and have a better glow. Now that I’ve set the glow I’m going to introduce the Diffuse texture in the Diffuse section of the material. 

Creating realistic skin

When rendering the material, we can see that although it has the diffuse texture and the shiny texture, it doesn’t look like real skin but like a painted sculpture. To bring it to life we need to go to the SSS Density Scale section of the material. I will give it a value of 0.05 so that the effect is clearly noticeable. 

This allows the material to be more translucent; it allows light to pass through, but diffuses it by diffusion in the same way as real skin. Next, let’s modify the value of the Sss Mix section to 0.5. This will mix the Fuzzy component and the SSS component. To intensify this concept I will darken the colour of the sss1, but you could also try different SSS settings to get different effects like in the dragon statue example. 

In these comparative renders we can clearly see how the skin now transmits lighting and feels warm and natural; in the backlit ears we can see that they are much more realistic. 

Creating realistic material for Character Creator hair

Now that we have finished with the skin, it’s time to continue with the eyelashes. We will select the polygons of the eyelashes and apply a basic material as we did at the beginning of the tutorial. In my case I just want to make some cartoon eyelashes; so I’m just going to change the diffuse colour to black. And I’m going to apply the opacity texture I drew at the beginning in the Opacity Map section. 

If you want to make realistic eyelashes you have to do the same steps as for realistic hair. I’m going to make an example hairstyle: let’s take a hairstyle from the Character Creator and extract the opacity textures from the hair.

Once in Maya we have to apply a material called V-Ray Hair Next Mtl. And of course, then we must apply Transparency to give the desired colour to the hair. For a natural looking model, all the polygons of the model must be smoothed. This makes the results much more realistic, especially the hair. 

However, I chose not to apply textures to the hair of my character because I want to give it a cartoon look. This way I leave all the work to the material; which gives a very good final result.

Creating perfect V-Ray material for teeth

Now we come to the part that everyone forgets, the mouth and especially the teeth. If we select the character and hide it, we can have better access to the teeth. We are going to use Character Creator textures using the same material as the skin but increasing the brightness. However, we can see that the teeth need a different material to look correct. 

If you are also making a cartoon character I recommend you to make the teeth whiter. I set the glow colour to white and lower the Reflection Brightness a little. Then I go to the Reflection Colour section and set a grey colour. At the bottom, in the Refraction Glossiness section I give it a value of 0.5. If we now look at the render we can see a translucent glass material. To give it colour, we go to the Fog Color section and place the same texture we used in the Diffuse section. For it to look less like glass, we have to increase the colour density in the fog multiplier. And finally, what I do is to activate the Subsurface Scattering option. If, as it has happened to me, the teeth look too shiny, we just need to darken the texture we have set in the Fog Color section. 

Creating cartoon eyes with V-Ray materials

Let’s move on to the eye texture, I could show you how to create a realistic eye with the Character Creator textures but that would take a whole tutorial; so let’s create some eyes in the Cartoon style. Let’s start by hiding the Eye Occlusion and Tearline geometry. Then I’m going to select the geometry of the two eyes and extract it. Don’t worry, the eye rig will still work perfectly afterwards. I select the polygons of the geometry that I haven’t extracted in the shape of the iris and flatten them. 

When I go back to the geometry I had extruded, I deform it so that it can fit into the hole I just created in the iris-shaped eye. To this geometry I like to apply very colourful materials, so starting from the V-Ray base material, I try out various combinations. This is one of the most creative parts of V-Ray, because I like each eye to shine differently. This allows me to make materials similar to gems or precious crystals. 

In this case, as her cartoon eyes are brown, I have created a material with the same parameters as the material of the teeth, but with a metallic touch that will give a lot of life to the cartoon eyes. When I like the material, I select the pupil-shaped polygons and put them inside. To these polygons I assign the basic V-Ray material but I leave the diffuse texture totally black so that it doesn’t reflect any light. For the eyes to have good brightness we have to unhide the Occlusion geometry of the eye and deal with its material. 

Again the V-Ray base material will be perfect to create a crystalline material. For this we have to put a white colour in the Refraction Color section. And to make it shiny we just have to put a white colour in the Refraction Colour section. We can control the intensity of this brightness using the Amount parameter. To finish with the eyes we have to unhide the Tearline geometry and of course apply the basic V-Ray material. The material I use is exactly the same as the one we just applied.

Applying textures to V-Ray materials

I finish the textures section by applying the rest of the body textures with the same skin material and the same parameters. And of course I apply the clothing materials that I had previously created in Substance Painter. Remember that if you want more definition in the clothes you can apply a second texture of Normal map of a fabric in detail as we did to the textures of the skin to give it much more realism.

To visualize the whole rendered cartoon character I usually apply the render inside the scene, to do this I go to the Render menu and select the V-ray IPR option.

Character Creator and V-Ray to achieve different environments

Now that the cartoon character is complete we must make sure for the last time that we have respected the original design or idea. We won’t be able to make major changes at this stage, but we should be able to adjust some tones and brightness. 

If in addition, as in this case, the character is part of a larger project such as a video game, the overall result must be compared with the rest of the work. These are concepts that must be taken into account throughout the project and that, fortunately, Character Creator helps to do. Character Creator allows us to save Morphs to be able to apply them to all the characters we create equally. 

For example, if you want to make characters with bigger heads, you can apply the same parameter to all your characters. A good way to check that the materials look correct is to subject them to various types of environments. Character Creator offers several high quality HDRIs to light up your renders. 

You can find the HDRIs in the Atmosphere menu. Within the IBL submenu we can view them and search for their location on the computer by entering them and selecting Find File. We don’t need to copy them anywhere as they are large files, instead, we can use them from the same folder in V-Ray. To apply these backgrounds to our Maya scene, we have to go back to the Display render Settings menu. And just like at the beginning we have to go to the Overrides menu, but this time when we enter the Environment menu, we will remove the sun and the sky. In the same way that we apply the textures on a material we should apply the HDR Background texture on all the sections of the menu. 

To save time, remember that you can copy and paste the address where the texture is located so you don’t have to look for it again and again. Even after we have applied all the textures, they still can’t be seen because changes were made to the camera. For these textures to show up, we’ll need to deactivate the physical camera inside the Extra Attributes section of V-Ray.

When moving from one environment to another we have to pay attention to the brightness of the skin, as it is very common for shiny spots to appear in unwanted places. These backgrounds are not only useful in these kinds of tests, they can also be used as Reflection Textures for improving the quality of your render.

Final optimisations for complex scenes

Before we get to the end of the tutorial with the final render settings, we have to talk about optimisation. Character Creator characters are perfectly optimised to work in video games, but if in Maya we smooth the polygons of the character we will be multiplying those polygons three-fold. And very complex scenes can slow down the workstation.

A good trick to solve this is to apply V-Ray Displacement to the models, this will make the models look smooth when they appear in the render. When applying this parameter it will appear in the Outlinery, inside it we will be able to drag all the geometries that we want to smooth. To activate it we will have to enter in the Attributes menu and open the V-Ray menu. Inside we will activate the Subdivision option. As you can see, although the model has few polygons in the final scene, it appears smoothed when rendered. 

Final rendering

To start with the final render, let’s open the Display render Settings menu. To find out where our render files go we have to go to the Edit menu. If we go to Change Project Image Directory we can see and change the location where all the renders are stored. If we look inside the Common menu we can find the Animation section that can be activated if we want to render several frames. In the V-Ray menu we can find the Image Sampling section.

Here we can control the sum of divisions and the way the render is sampled. When a render is started, a series of rays are drawn to get the geometry information that will be visible in the final image. The more subdivisions we put in, the more rays there will be and the better the final image will be. However, the more rays, the longer the computer takes to render. It is not necessary to touch them, the default figures given by V-Ray are the optimal ones to work with both types of samplers. In a nutshell these two types of sampler are: 

  • Progressive which is mainly used to preview a render, as it prioritises speed over quality. 
  • On the other hand, Bucket prioritizes quality and is the one mainly used for final renders, giving very good results.

If we go to the Render Elements menu we can select the render passes we want to output from our render. Among all of them I recommend adding the Denoiser to the render. Besides giving render passes as the diffuse (which serves to see only the textures of the render), it allows us to obtain a special render pass in which, as you can see, has removed much of the noise that would have otherwise cost additional hours of rendering. Although there is a limit in reducing render times in which Denoiser begins to adversely affect quality.

Render passes

Finally it is important to see the resulting render passes in the drop-down menu of the render window. Vray allows you to make the following render passes: SSS (for skin materials), Diffuse, Atmosphere, GI, Reflect, Light, Reflection, RGB, and zDepth (useful for applying lens blur filters in After Effects and Photoshop).

I hope this article has helped you with your creations and please remember to check out my video game on Steam. If you want to keep expanding your knowledge, visit Magazine Reallusion and read their interesting articles, or go to their YouTube page and subscribe to it so you don’t miss any of their upcoming video productions.

Follow José

ArtStation: https://www.artstation.com/tijerinart

Instagram: https://www.instagram.com/art_tijerin/

Dear Althea: https://store.steampowered.com/app/1571910/Dear_Althea/

Former AAA Game Artist turns Solo Indie Developer with help from iClone Character Creator

Brian Clarke – Solo Indie Developer

Brian Clarke

Brian Clarke is a solo independent game developer focusing primarily in the horror genre with a 13 year history working at game studios like Trion Worlds, EA, and Disney Interactive. Brian aims to bring his experience in the field to solo development.

Starting out as a terrain artist at Mythic Entertainment, Brian spent his AAA game career working as an artist and manager through many different projects.

After achieving many of his goals in the AAA space, he decided it was time to build something of his own. Brian taught himself to program in C# and set out to make his own projects with a long term goal of creating a small independent studio.

His next project is The Mortuary Assistant where the player assumes the role of a mortician in training. While performing the normal tasks around the mortuary, strange things start to happen. As time goes on, we learn the player is in the process of being possessed and must identify which demonic entity is lurking within the mortuary.

In this game project Brian utilizes pre-rigged characters made with Character Creator to generate a number of animatable characters. He also utilizes iClone‘s animation tools for both protagonists and none-playable characters.

“Being able to change everything about your character in real-time saves on a lot of guesswork. You can really make some amazing stuff that is fully functional, quickly with these Character Creator tools.”

Brian Clarke – Solo Indie Developer

Cartoon Animator Offers a World of Creative Opportunities for Video Editing Community

Reallusion Cartoon Animator 4.5 update exports transparent footage for video compositing

Reallusion, the software developer of Cartoon Animator 4 (CTA4) – a 2D animation software that turns images into animated characters with intuitive animation tools and content libraries; expands its horizons to the video editing community by supporting transparent footage to all video making tools.

Combine 2D Animation with Live-Action Video Footage

Cartoon Animator combines animation with real-life footage, helping creatives revisit once difficult projects like Disney’s acclaimed “Who Framed Roger Rabbit?”, or Looney Tunes and Michael Jordan’s Space Jam. This latest CTA 4.5  update allows video editors to employ a repertoire of powerful animation tools including facial expressions, smooth body motions and 360 head, along with animated characters, backgrounds and motions that can be exported as transparent MOV videos for fast video compositing. 

Through Cartoon Animator, video editors can also access an extensive library of fully-rigged characters and motions that can be easily customized, making animation editing a fun experience.

Two typical user cases frequently seen on professional video projects:

  • Composite 2D characters with live action footage with post lighting and shadow effects

  • Immerse real-life actors inside virtual 2D scenes

Supports Transparent MOV and PNG Sequences

Cartoon Animator supports both transparent video (MOV) and image sequence (PNG) export. CTA 4.5 Users can freely group animated elements into transparent footage to easily add visual effects to animated items, and composite 2D animations with video through all major video editors while employing useful features such as exporting selected items for fast video compositing, Fit-to-Object-Size output for optimized video editing, and much more.

  • Export Transparent Footage (MOV Video, Image Sequence)

Easily add visual effects to animated items

  • Flexible Export

Users can use Isolate Selection to exclude unwanted elements, and export only selected ones. Selected items will be automatically merged into one transparent element for fast video compositing.

  • Smart Export

Exported items will automatically be placed into their corresponding folders in accordance to their types.

  • Fit-to-Object-Size Export

Creators can export animated items with their effective animation range instead of the entire project. They can also easily rearrange object positions in editing tools, and optimize performance for smaller data sizes. 

Update for After Effects

In CTA version 4.5, Reallusion also enhances the functionality of Export to After Effects, including exporting audio clip by object (.wav), camera settings, project sounds, background image, and transparent Video (.mov). Users can download the free AE script from the webpage.

Free Update for CTA Pipeline / Pro Purchase Users

This CTA 4.5 free update allows Cartoon Animator users to use any preferable video editing tools to add powerful post production effects to their videos, elevating their end products faster and at low costs, in ways that would normally take big budget studios several weeks of work with a large team. 

“I’m so excited with this update. If you are an animator, I assure you that this is going to change your work life. You will no longer be restricted in any way. All new exciting possibilities will open up for you. If you can dream it, you can create it.” said GarryPye, Reallusion’s 2D Community Manager and Certified Content Developer.

Learn more on animation solution for video compositing: https://www.reallusion.com/cartoon-animator/video-makers.html

For the launch special offer and more price information, visit Reallusion Store.

TV Creative Agency ZDF Digital adopts Real-time Animation Tools for Network Production

ZDF Digital

ZDF Digital develops advanced television and design products for national and international clients. They create immersive and interactive experiences and products for TV, web and social media for national and international customers.

At their offices in Mainz and Berlin, they bring documentary reports, TV magazines, TV shows, corporate and advertorial films, transmedia productions, apps, e-books, interactive and broadcast designs, animation and visual effects to life.

With have over 70 experts – developers, editors, concept designers, 3D, VR, motion, corporate and sound designers, performance managers, editors / cutters and subtitlers working together on projects, they have recently delved into adopting real-time creation and animation tools, like Character Creator and iClone, in their network pipelines to speed up production while maintaining quality.

“Now we use the Reallusion software on a daily basis, for all kinds of high-end projects to create much more, and better output at the same time.”

Mario Hill – Motion Designer | ZDF Digital – Germany

How to bring 3D skills to 2D animation

Explore innovative ways to create animations with iClone for Cartoon Animator.

The world of animation traditionally has sets of tools devoted to 2D or 3D. In recent years, with the advancement of technology, the barriers between 3D and 2D have been broken down. More and more 3D animators have found ways to create 2D animations on the basis of 3D skills. Here, I’ll explore how to create animations with both 3D and 2D tools. 

Where 3D meets 2D

I’m Tom Jantol, a filmmaker and animator who graduated from Film Academy as a film and TV director a long time ago – I’ve been a professional animator for more than 15 years. I first started with game engines as part of the Machinima movement, then further delved into software such as iCloneCartoon Animator for 3D and 2D animation, Unreal and Unity game engines, and After Effects for post-production. 

As 3D animators, we have always been in a race with photorealism; however, there are times when we need different creative approaches for storytelling. I will never forget the time a viewer watched a realistic animated character I had made and said: “sorry, but hand-drawn cartoons are far more convincing”. Our brains automatically compare 3D with the real world and the tiniest discrepancy shatters that illusion. On the other hand, 2D animation has the flexibility to create its own world of exaggerations and illusions. 

(Image credit: Tom Jantol)

3D and 2D both have something to offer, then – they can both create distinctive and incredible worlds. Traditionally, the learning curve of mastering 2D or 3D animation was too high to acquire both skillsets. However, new software has made it easier than before. For example, you can now directly apply your 3D animations to a 2D character, despite the dimension difference in iClone and Cartoon Animator. This is where both worlds cannot just coexist but supplement each other. My dream is to merge these two worlds in a way that celebrates both, showcasing the best of each. After all, the viewer doesn’t care about dimensions, they care about the emotion that the art brings. 

An easy workflow from 3D to 2D

Cartoon Animator, iClone, and After Effects are the backbones for any idea willing to emerge from my crowded animator’s brain. They cover everything from creating 3D animations, making a 2D character move, to post-production, which makes the final result enticing. The best thing is that I don’t have to think in dimensions; whatever comes to mind can be realised using these three programmes.

Take one of my recent animations – Lamp Fight – as an example (see video above), there are a few key steps to completing it:

01. Animate 3D characters in iClone 

(Image credit: Tom Jantol)

For the initial animation of the character, I prefer using iClone to make the character animation I want. As there are advanced features in iClone to help me easily animate the details.

02. Apply 3D animation to 2D characters in Cartoon Animator 

(Image credit: Tom Jantol)

I know many animators who would like to try 2D character animation, but they are afraid of the complex work they think is involved. With iClone’s Motion Link plugin for Cartoon Animator and iClone, this fear is obsolete. Animators can literally animate 3D characters and in real-time watch that animation applied to 2D characters. It may sound almost impossible, but it is not just possible – it’s easy to do. Let’s put it this way: what was once a nightmare, is now a pleasant multi-dimensional dream.

03. Polish the animation with VFX in After Effects

(Image credit: Tom Jantol)

Then, I send the entire animation clip as sequence images to After Effects with just a few clicks by using the AE scripts for Cartoon Animator. I further arrange the compositing and add lighting, texture effects to give the animation a finished look.

04. Create scenes in iClone

(Image credit: Tom Jantol)

iClone is perfect for making a quick 3D scene of the table with a lamp and a bunch of papers. I used After Effects to give the video the ‘paper look’, and then I send the video back to iClone to close a circle with animations of a 3D lamp, synchronised with the moves of a 2D character.

05. Animate lamp according to character animation

(Image credit: Tom Jantol)

With all the materials gathered, the last key step for me to work on is to arrange the camera movement and animate the object (the lamp) to interact with my character.

Combine 2D and 3D in incredible ways

Thanks to the recent capabilities of the Motion Link connection of iClone and Cartoon Animator, and the AE script that links Cartoon Animator to After Effects, Reallusion plugins make the realisation of any idea possible. Jumping from one software to a second, or third has never been easier. Sometimes I feel like I am working in one big, merged software.

The iClone Motion Link plugin is a game-changer for animators. It solves the biggest problem of 2D animators and brings 3D functionality right into a 2D world. Those two dimensions are now closer than ever. It is modern puppetry with modern wizardry. We can now animate our characters in an easy-to-use 3D environment and then ‘glue’ that animation onto a 2D character in Cartoon Animator in real-time.

Pitch & Produce | PROJECT W: Sandfall Interactive Studios Develops Ambitious RPG Game with Real-time Tools

Guillaume Broche – CEO / Creative Director

Guillaume Broche – CEO / Creative Director

Founded in 2020 in France, Sandfall Interactive is an independent video game studio focusing on PC and next gen console development of high quality premium games. With a focus on single player experiences, they are looking to deliver incredible stories with fascinating characters in gorgeous worlds for all players to immerse into.

Their first game currently in development – Project W is an RPG experience aimed at next gen consoles and PCs. Set to release on Unreal Engine 5, the game will immerse the player in a beautiful post apocalyptic fantasy world through an epic single-player narrative-driven adventure.

Guillaume worked in game production at Ubisoft for 4 years before founding Sandfall Interactive. They won support from Reallusion’s Pitch & Produce program, where they received the help of real-time creative tools like Character Creator, SkinGen plugin for Character Creator (CC), iClone, the Rokoko Smartsuit profile for iClone, and AAA mocap motions from the ActorCore online platform, to be used in the Unreal Engine.

“The promise to get realistic characters, fully customizable, automatically rigged to the UE4 skeleton, and with blendshapes seemed too good to be true — but Character Creator actually delivers in all these areas.”

Guillaume Broche – CEO / Creative Director

Q: Bonjour Guillame, and welcome to the Reallusion Feature Stories. Kindly introduce yourself, Sandfall Interactive and Project W.

Bonjour everyone! My name is Guillaume Broche and I am the CEO and Creative Director of Sandfall Interactive – a new video game studio based in Montpellier, a sunny city in the south of France. I have worked at Ubisoft for over 4 years and recently decided to start my own studio together with another Ubisoft dev, and we are now a team of 8 planning to grow up to 15 people.

Our first game currently in development is Project W, which is a fascinating and ambitious RPG experience aimed at next gen consoles and PCs. Set to release on Unreal Engine 5, the game will immerse the player in a beautiful post-apocalyptic fantasy world through an epic, single-player, narrative-driven adventure.

Q: You applied to the Pitch & Produce program where you used Character Creator and the SkinGen plugin to create your characters. What are the typical challenges that game developers face when making characters? And what originally caught your attention when using Character Creator and SkinGen?

When creating 3D characters, especially in a realistic style, there are a lot of things to worry about: do they look good? are they well optimized? How am I going to do the facial animation? How am I going to rig them? How can I make my textures realistic enough? All these questions and many more make creating high-quality characters expensive and time-consuming, especially when you want to create many.

As a small team we have to find ways to optimize that, which is why Character Creator and the SkinGen plugin for Character Creator, caught our attention. Character Creator has great tools to setup cloths and paint weights.

Not only that, but we are using it to rig all the creatures in our game.

Q: For your game animations you utilized a combination of mocap from the Rokoko Smartsuit, key-framed animations and Reallusion’s ActorCore mocap library. As a game developer, what kind of motions do you need to mocap yourself, versus using pre-made animations from a collection?

Pre-made animations are a fantastic way to gain time. We always modify them a bit to make them more unique, but having access to a polished library of mocap animation, like the Reallusion ActorCore platform, is awesome.

Though of course it doesn’t fit all our needs, especially when we have complex cutscenes and such. In which case we turn to the Rokoko Smartsuit Pro to get exactly the animations we need.

Finally for the character’s skills, we use a combination of mocap and keyframes to make them more dynamic.

Q: Yourself and some of your team members have previously worked in big AAA studios like Ubisoft. What would you say are the biggest hurdles in coming from a large studio, to an indie studio?

Time and people of course! When switching to an indie studio you lose the comfort of having ultra-specialized people in every field, so you have to learn a ton of stuff that wasn’t originally your specialty, including character art. So far, I was the one making the character, but we are hiring a character artist to push they quality ever further with custom hair, beards and skin textures. We also need quite a few monsters to kill!

The indie adventure is fascinating, you learn a ton every day, you meet so many incredible people along the way, you face so many technical and creative challenges… but overcoming them feels so incredible. We are also able to go much faster than big teams on many points, as we are much more agile and communication goes a lot faster when the team is human-sized.

Q: Project W is currently in development; when is the game to be completed and what can the community look forward to from Sandfall Interactive?

Project W should release in about 3 years. It is quite an ambitious project so we want to take our time to deliver something incredible and unique. Note: that this is an estimate that is totally subject to change don’t take it as a hard date.

The community can expect us to always deliver games that we are proud of. We love single player narrative games with well written characters, an engaging story, a unique Art Direction and deep yet fun gameplay.

We really hope that our first project will be loved and played by as many gamers as possible, because we are really pouring all our hear into it. Stay tuned for more news!

Follow Sandfall Interactive

Website : https://www.sandfall.co/

Facebook: https://www.facebook.com/SandfallGames

Twitter: https://twitter.com/SandfallGames

LinkedIn: https://www.linkedin.com/company/sandfall-interactive

Related Posts

Reallusion Simulates Digital Humans Inside NVIDIA and BMW Group’s Factories of the Future Showcase

Digital human simulations are key to adapting factory planning to human worker ergonomics

The next era of simulation for manufacturing Is showcased inside BMW Group’s factory of the future project – designed, simulated, operated, and maintained entirely in NVIDIA Omniverse, a 3D real-time simulation and collaboration platform. 

Reallusion collaborated with NVIDIA and BMW Group to generate a diverse workforce of digital humans for the digital twin of a factory. Utilizing Character Creator and headshot photos from Generated.Photos AI, a range of characters were designed to simulate ergonomics for the real-world workers. The digital twin workers can be assigned tasks with core Omniverse and NVIDIA AI technologies, allowing BMW to fully simulate complex factory workflows involving humans, robots, and vehicles – all working in sync.

“BMW regularly reconfigures its factories to accommodate new vehicle launches,” said Dr. Milan Nedeljkovic, member of the board of management BMW AG Production, who unveiled the demo with Jensen Huang, NVIDIA founder and CEO at GTC21. 

“We would like to be able to do this at scale in simulation. Digital humans are trained with data from real associates. You could then use digital humans and simulation to test new workflows for worker ergonomics and efficiency,” Nedeljkovic said.

NVIDIA Omniverse is an open platform built for virtual collaboration and real-time physically accurate simulation. The platform enables real-time collaboration between design tools, assets, and projects for collaborative iteration in a virtual world. With Omniverse, BMW Group can collaboratively design, plan, and simulate their factory in real time.

“There is a huge demand for digital humans and character motions across industries, but they have been challenging to create due to the complex process and costs involved,” says John Martin, VP of Product Marketing, Reallusion. “With the Omniverse Character Creator Connector, artists, designers, and developers can create digital humans for projects with ease, eliminating the need to outsource or incur associated costs.”

Automated virtual workers are able to move to designated locations and perform required tasks, which helps factory designers and planners understand design impacts on real-world workers’ ergonomics and comfort.

Why Reallusion is the Digital Twin Workforce of the Future

The Character Creator Omniverse Connector adds the power of a full character generation system with motions and unlimited human variations to Omniverse. Professionals of any skill level can leverage the tools to create digital humans for projects with efficiency and without the need to outsource or forego digital humans due to cost or human resource challenges. Enable rapid character creation, choose animations from a vast library of motion capture, or add and edit custom motion with iClone. Transfer characters and motions from Character Creator with the Omniverse Exporter for a solution that is easy to learn and deploy digital humans for Omniverse Create and Omniverse Machinima.

The Character Creator Connector is the complete solution to design and deploy digital humans in Omniverse. Designers can create, morph, edit, skin, clothe, animate and transfer characters with tools designed to develop and bring to life real-time, photorealistic digital humans in Omniverse. With the Universal Scene Description (USD) file framework, the user can senda model and motion from Character Creator to Omniverse, allowing full characters and performances to be transferred directly. Omniverse Connectors, plugins to leading industry software applications, enable users to work across other tools such as Epic Games Unreal Engine, Autodesk Maya or 3ds Max, and more in a simultaneous scene building effort. 

The Character Creator Connector aims to populate digital humans anywhere and by anyone who desires to utilize 3D characters in their Omniverse projects. The USD format is the common way all DCC tools connected to Omniverse can load, edit and manage content collaboratively, in real time.

The factory’s workforce is animated with intelligent motion design from Reallusion’s Motion Matching mocap data, Actor Core motion library, and assembly line movement for factory motions from performance motion capture sessions.

“120 AI-driven animated digital workers are inside the digital twin of BMW’s assembly system powered by Omniverse. For the first time we are able to have our entire factory in simulation. Global teams can collaborate using different software packages like Revit, CATIA or point clouds to design and plan the factory in real-time 3D. The capability to operate in a perfect simulation revolutionizes BMW’s planning processes,” says Dr. Nedeljkovic

Omniverse and the Character Creator Connector provide a creation workflow that is adaptable to any individual or corporation. Plus, with the ability to integrate NVIDIA AI technologies into the Omniverse platform,  the Character Creator digital humans become intelligent animated workers within virtual factories to simulate real-world operations.

Create Digital Humans for Omniverse with Reallusion Character Creator: https://www.reallusion.com/character-creator/nvidia-omniverse/

Get the tools to create Omniverse-ready digital humans. Download a full evaluation trial of Character Creator 3 Pipeline to design custom characters with ease: https://www.reallusion.com/character-creator/download.html

Get started with NVIDIA Omniverse by downloading the Launcher and Character Creator Omniverse Connector. Use the Omniverse Exporter from Character Creator 3 to export and transfer any CC3 character and motion as USD to Omniverse: https://www.nvidia.com/en-us/omniverse/

About Generated Photos

Generated Photos is an AI company creating diverse model headshots. The images are stunningly realistic, however, these people are not real. This makes them worry-free in terms of copyrights and royalties and a good fit for character development, visualizations, demos, and marketing materials. 

Concept Art MasterClass #7: Comping Renders, Paint, and Finish

Gnomon Instructor and Senior Concept Artist Kyle Brown shares a groundbreaking workflow

Kyle Brown, a veteran of the CG world, Kyle has worked within the field since 2015 and has had his hand in a number of projects throughout the film and television industry. He also currently is an instructor at the Gnomon School of Visual Effects where he is able to share his expertise with others.

This Master Class comes in 7 parts, each carries its own tutorial video to guide you through the entire process of how Kyle incorporates Character Creator, Photoshop, ZBrush and other tools to create the concept art. You can find links to the other 6 tutorials below.

Part #7: Comping Renders, Paint, and Finish

With the renders complete, I bring them into Photoshop to put on the final touches. The amount of painting varies from piece to piece but as so much of these pieces were figured out early in the process, it doesn’t take much to get them looking the way I want them to.

The first thing I do is play around with some color LUTs to get a unified color grading, very similar to the post effects available in CC3.

On the two other versions that weren’t based on my initial sketches I want to push some of the stock elements a little bit further to match the Cyberpunk look. As mentioned earlier in the tutorial, I not only wanted the costume to be different between the versions but also the artificial skin as well. I opted to tweak some of the cut lines and QR code on the cheek a bit, opting on the third to remove it completely for more of a natural aesthetic.

With the more ‘mechanical’ bits on the second version, I wanted to paint in some extra cut lines and material reads, including some additional texture and sheen. As well, this version showcases the alternate glow texture created earlier in the tutorial.

I used some really cool streetwear for the third variation that looked great right out of the box but felt it needed some more break ups in the pattern and something futuristic in the read to push it over so I opted for some plastic or some sort of transparent material.

And here we are! The three final design iterations for our futuristic Cyberpunk android!

And that about does it! There are plenty of resources out there to cover the digital sculpting and digital painting processes, but I was happy to put together a tutorial that tied all of these elements together and showcased an alternate way of utilizing Character Creator 3 for concept design! As I experimented with this new workflow, I found feature after feature that I am excited to implement going forward. I only scratched the surface of all of the new features available in Character Creator 3, whether it’s the brand new SkinGen or the awesome Headshot plugin that allows you to easily capture likeness, something I feel will be extremely valuable on upcoming projects! 

Thank you so much for taking the time to check out this tutorial! It was fantastic getting to explore a new workflow, one that feels like a missing component my workflow was missing and one I am excited to push forward. Once again, thank you to the Reallusion team for inviting me to participate and helping so much along the way! Can’t wait to get into the next piece!

Follow the other 6 tutorials in this series:

Part #1: Getting Started and Sketches

Part #2: Costume & Asset Creation in ZBrush

Part #3: Refining and Adding Details in ZBrush

Part #4: Generating Textures and Importing into Character Creator 3

Part #5: Lighting and Posing a Character in Character Creator 3

Part #6: Costume Variation and Texture Modification

Concept Art MasterClass #6: Costume Variation and Texture Modification

Gnomon Instructor and Senior Concept Artist Kyle Brown shares a groundbreaking workflow

Kyle Brown, a veteran of the CG world, Kyle has worked within the field since 2015 and has had his hand in a number of projects throughout the film and television industry. He also currently is an instructor at the Gnomon School of Visual Effects where he is able to share his expertise with others.

This Master Class comes in 7 parts, each carries its own tutorial video to guide you through the entire process of how Kyle incorporates Character Creator, Photoshop, ZBrush and other tools to create the concept art. You can find links to the other 6 tutorials below.

Part #6: Costume Variation and Texture Modification

When you spend all the upfront time getting your avatar set up, posed, lit and positioned in frame the way you want, you’ve done all of the heavy lifting. With Character Creator 3’s incredible library of assets that can be applied to nearly any character, you can mix and match these incredible assets to get all new looks for your design. With concept it is all about exploring a variation and possibility so being able to change bits and bobs to get new looks is crucial which makes CC3 such an exciting and efficient new tool to be added to the toolbox.

With custom clothing and accessories, it might require some tweaks to make sure pieces don’t interpenetrate and overlap incorrectly. Luckily, we can tackle these issues right inside of the CC3 Modify tab. Hitting conform will give you options to adjust the clothing as a whole where the Vertex modifiers will allow you to use different tools, including options like sculpting to select and move specific vertices, a really handy tool to keep the whole process simple and efficient.

This is a preview of the conform options which will place your model back in T pose allowing you to see the fit as a whole. Like most 3D packages of your choosing, you can use soft selections to make gradual adjustments to areas without distorting the mesh too much.

My first version had the visor up as it did in the initial sketches, but on each iteration I like to change up as much as possible so I easily move the visor down to see it in action.

You can generate a whole library of clothing and accessories that fit within a genre so you can pick and choose elements to get brand new looks with a few clicks and quick adjustments.

I decided that I want some options on the character herself. I elected to remove the cut lines that I had created earlier and opted to create something else that will still evoke the cyber punk feeling while hopefully feeling fresh and interesting. 

I grabbed the same texture from the cut lines that were directing the glow effect and once again took advantage of the Texture editor that sent it over to Photoshop. I used the texture reference in tandem with the original cutline glow to figure out where I wanted the new glow to be, I really enjoy hand painting these maps, giving me a very fluid workflow that can help create options on the fly. 

With mixing and matching, I am able to set up three unique renders that I can now take into photoshop to finish off with some paint and photo texture to get that last little bit of the way to the finish line!

*Note: You can Right click on your color map in the modify tab to pull up the option to Adjust color. This allowed me to desaturate the texture of some clothing I had that didn’t quite work with what I had established. This gives me a great base to work with in Photoshop.

Follow the other 6 tutorials in this series:

Part #1: Getting Started and Sketches

Part #2: Costume & Asset Creation in ZBrush

Part #3: Refining and Adding Details in ZBrush

Part #4: Generating Textures and Importing into Character Creator 3

Part #5: Lighting and Posing a Character in Character Creator 3


Part #7: Comping Renders, Paint, and Finish