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How to bring a 2D VR character to life



If you follow the trends, it's hard not to notice that virtual reality is going through another revival. It happened earlier, but this time it's slightly different because we have more access to powerful computers and graphics cards at home and in our studios.

Companies like Facebook (Oculus) and HTC (Vive) have realized VR hardware like the Oculus Rift convenient – assuming you already own a high-end gaming PC. It did not take long for the creators to start asking us what was in them, and the call was answered with programs like Google Tilt Brush, Oculus Quill, Masterpiece VR and what we will use today: Oculus Medium.

This article will show how to process a 3D character drawing from an existing character sketch. You can, of course, work without the sketches and only free forms sculpt your ideas. See also the video below to see the process.

Oculus Medium puts you in an environment where you can use touch controllers to spray clay in front of you and then manipulate it in the shapes you need. C & # 39; is a layering system that allows you to split the character into moving sections and even bring it to a finished painted concept.

The tool palette has a number of familiar tools such as Sposta, Gonfia, Liscio, Pittura, Macchia, Cut and the basic tool for adding clay. You can also create a shape, turn it into a stamp and use it as a tool.

01. Use reference sketches

Use of reference sketches

Try some different colors to see what looks best

I always try to use a good reference in my work. For this workshop I'm using a sketch of a little creature I called Triplop. I sketch the initial drawing on mine iPad, then produce some different versions to see what works well as a design. Ink, color it and then save some PNG versions.

02. Bring references to Medium

Bring references to Medium

Save your reference images and drag them to Medium

Save reference images in the Documents folder (look for the _import folder). Imports images from the reference panel to Medium. It is the third button when you lower the lever on the supporting hand. Select the images you need, then in the scene, click on each one and move it to position. Use the Verify button and connect it to your hand.

03. Works with the Mirror function activated

Working with the Mirror function activated

Use the Mirror function to save sculpt time

To work symmetrically, go to the control panel (yellow button, support hand) and choose Mirror. Every action you take now will be replicated through the work center, including adding clay, painting, moving clay around and any deletion that must occur. Later, we will deactivate Mirror and position my Triplop in a range of more dynamic poses using the Move tool.

04. Start to define the shape of the body

Start to define the shape of the body

Start by drawing the bust

The character will be built on a few different levels, allowing you to pose it later. The default tool in the Middle is the Clay tool and add clay by pressing the trigger on the Tool hand (your dominant hand). Create an abdominal area at shoulder height. Add a small queue.

05. Introduce your legs

lower half of the creature

Add a new level for the legs so you can adjust them separately

Create a new level that we can use for the legs. The system of levels allows you to adjust the parts separately, to overturn the models and to increase or reduce the level of details. Using the basic clay tool, lay the thigh, calf and a base foot. Hold the trigger on the support hand to access the Smooth tool and level the surface as needed.

06. Add arms and hands

Add arms and hands

Add the joint fingers by common

Add a new layer to the arms and add clay from the shoulder to form the biceps, elbow and hand. Then create each finger, joint by municipality. Using the Smooth tool to get the correct volumes and then switch to the Move tool to edit the form (push forward on the support hand to access the tool palette).

07. Lay the foundation of the head component

Laying of the foundation of the head component

Arrange the shape of the head and start introducing the details

Add a new layer and call it & # 39; Head & # 39 ;. Use the Clay tool to lay down the ball of the head. Add volume to the cheeks, the ruffle on the back, the beak. Double-tap the gear icon on your hand tool and the clay turns red. Take two dark circles.

08. Refine the shape of the creature's head

Refine the shape of the creature's head

Use the Smooth, Clay and Move tools to sharpen the shape of the head

The most important part of the character is the characteristics of the head and face, so I spend more time on this section. Using the Smooth, Clay and Move instruments, I make sure that the head reads from all angles and that the mouth and eyes are catchy and friendly. Do not worry about the shape of the eye until we add the eyes, because it is always easier once a sphere is in the socket.

09. Change eye material

Change the material of the eyes

Use a different material for the eyes or adjust the material settings

Create a level for the eyes and use the gear settings icon to change the material. Try the metal if you like it, but the easiest way is simply to increase the specularity of the material to give a shiny effect. Then reduce the occlusion to reduce the shadows. Activate Mirroring and use the Clay tool to add simple eyeballs.

10. Give the creature the bright blue eyes

Give the creature some bright blue eyes

Paint the pupil and the iris on the eyes

Now switch to the Painting tool and paint with blue and black to create pupil and iris. You can change Clay settings to "single" rather than continuously; this allows you to break down a single sphere rather than constantly spray it. The size of the sphere depends on the size of the brush with which you start.

11. Create teeth and horns

Create teeth and horns

Use a cube tool to add teeth

Add a new layer to your teeth and horns. To create teeth, use a basic Cube tool (click on the gear-shaped icon on the hand tool). Draw it on the character, making sure that it intersects with the upper jaw. Use the Smooth tool to improve the shape and the Move tool if necessary. The horn can be made by spraying the Sphere tool into an arc.

12. Paint the base

Painting the basic coat

Switch to the Painting tool to add the base

To place the base, switch to the Paint tool and select a relevant color. Apply it on all areas of the skin. Make the color darker and then paint the areas in focus. Choose some different colors to match your design and gradually accumulate the overall look you are looking for.

13. Detail the surface

Detail of the surface

Use a very small brush to give the surface of the skin a mottled effect

Adding small details makes the brush very small, so hold your hand far back and "pepper" the surface to generate a mottled effect. Add lighter and darker areas to get a good contrast with the skin's surface. Check that there are no flat areas; if you find someone, add some small details like wrinkles or patches of light.

14. Passes and final poses

Passes and final poses

Finish by finding an appealing pose for your creature

To position the model, duplicate each layer (not the head) and remove one of the two sides. In this way you will end up with two legs, two arms and so on. Now by selecting every single part you can move the parts to get dynamic poses. If you need to go more extreme, use the Move tool on a large brush.

This article was originally published in issue 162 of ImagineFX, the best-selling magazine in the world for digital artists. Buy the number 162 here or subscribe to ImagineFX here.

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