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Character Exploration - "Maya" Photoshoot

Practicing retopo / clothing workflows from Marvelous for my game:

www.dystopiawars.com

Based on the original Marvelous piece available up on Marketplace:
https://www.artstation.com/marketplace/p/qNee/womens-red-leather-dress

This started as just a 'retopo practice' exercise to learn Maya more, but then as I started experimenting with the skinning and needed more ROM movements for the character to validate the skin weights, it ended up becoming a full-blown 'photoshoot' project to introduce a new character for the Dystopia Wars game!

Basic workflow:

Step 1 (Marvelous):
- Resolve the clothing to my base avatar (Character Creator 3+ base)
- clean up UV layout, export source mesh, export 'flattened 2d' version as per my write up here:
https://www.gamedev.zone/character-pipeline-2-clothing-retopo-from-marvelous-with-maya/

Step 2 - Maya
- Quaddraw retopo on 2d flat mesh
- Transfer retopo mesh , retarget to the high-poly mesh
- Cleanup / Weld mesh
- Bake normals

Step 3 - Substance Painter
- super simple bake maps / export the rest of the maps that Unity wants (AO / etc) . I'm an utter substance n00b so nothing special here (load high-res, bake maps)

Step 4 - Rig clothing (Character Creator)
- setting up all of the clothing in Character Creator so it can be integrated into the customization system that I've been working on.
- did a number of iterations from character creator into Unity to validate the skin weights across the various poses

Step 4 - Export FBX & Material setup in Unity
- Character Creator export an FBX and bring that into Unity to setup the materials

Step 5 - Pose / Animate (iClone)
- sent the character CC into iClone for the animated sequences

Step 6 - Export Pose / Animation clips from iClone to Unity
- iClone's animations work great for Unity, in this case, just publishing the clips into Unity

Step 7 - Scene setup / lighting / tweaks in Unity
- Unity's timeline is fantastic for setting up different sequences like this, slap down a few cameras with Cinemachine and voila
- I'm using a custom set of post processing shaders & fx for the project, which I feel helps me get a unique look from the default Unity post stack.

Total time was about a day on and off to do the retopo, but then I spent almost as much time again settings up the photoshoot & grabbing all of the images...

Catwalk

Wireframe turntable in Unity

Wireframe turntable in Unity

Draping in Marvelous with the custom avatar

Draping in Marvelous with the custom avatar

2d Retopo in Maya

2d Retopo in Maya

Cleaned up / Final retopo mesh in Maya

Cleaned up / Final retopo mesh in Maya

Highpoly mesh in Maya

Highpoly mesh in Maya

Rigged in Character Creator

Rigged in Character Creator

Posed / Animated in iClone

Posed / Animated in iClone

Setting things up in Unity

Setting things up in Unity