Skip to main content

My First Anthropomorphic Character with Reallusion's Character Creator 3 (Pipeline) & Reviving My TETAnimations YouTube Channel

Skateboarding Cage Monster - Heelflip.

Reallusion's Character Creator 3 is a pretty incredible application for creating any kind of human digital 3D character quickly. Its power comes from the way it can totally deform a standard human base template character into a seemingly infinite number of body types and shapes.

While I wouldn't recommended it as a your only 3D character sculpting tool, it is very powerful with just how much you can edit a character's form at the vertex/mesh level.

I've experimented a little with CC3's Edit mesh functions, mostly using it to hide areas of an object I don't want seen. Bat Storm's cape is a good example where I used the ability to hide vertices to completely remove the assassin's hood from the neckline up.

Just on a whim I wondered if I could create my Cage Monster character entirely in CC3 (with exception to his skin textures which I edited in Krita). The character is basically a stylised human body with a monster head. Anthropomorphic, if you consider the monster to be some kind of animal creature.

Reviving My TET Animations Channel & Creating a Monster

Cage Monster, Cartoon Animator 4 Version.
Cage Monster, Cartoon Animator 4 Version.
My TET Animations YouTube Channel is where I post my completed animations, which is very infrequent these days. It's a channel that I would like to make more content for, in particular to support some of the articles I write for this blog, such as my software reviews, tutorials, hints and tips, as well as my finished animations.

In the video below I discuss my ideas for the channel and ask you, the viewer (and you the reader of this blog), what kind of animation and video related topics you'd like me to focus on. 

At the same time, from about the 5:03 minute mark, you can watch me talk about, and work on, my Cage Monster Character in CC3.


I won't go on too much about my thoughts on reviving the channel but if you do have any suggestions of topics you'd like me to cover both on the channel and in this blog (especially if you decided to subscribe to this blog) please let me know in the comments below.

The sculpt for my Cage Monster started with a character morph called Jimmy, from Cgartifex, which I dressed in some appropriate clothes from various iClone packs (I think the shoes, hat, and fringe are also by Cgartifex).

Most of the head sculpt was done simply by adjusting various face sliders, and baking the mesh a couple of times so I could exaggerate the features more.

The nose was the only part that I literally edited the mesh directly since the character's nose isn't anything you would see on a human.

I did scale the head smaller than I initially made it. I also made the hands, legs, and feet slightly larger. I didn't go for the oversize feet of the 2D version because it would make it harder to animate the character doing complex skateboard tricks with bigger feet.

As previously mentioned the face texture was created in Krita, with a bit of trial and error to get all the features placed right. Though it helped greatly that I simply drew on top of the original human face texture.

Finally the character's fringe is an existing toon fringe prop that I used the edit mesh feature to hide strands that I didn't want, and to resize and move the three that I did. The fringe texture I also recolored and added white highlights.

The various stages of developing my Cage Monster as a 3D character.
The various stages of developing my Cage Monster as a 3D character.
Top left: Original Base. Middle Left: Head Sculpt.
Bottom Left: Editing the Mesh. Right: Finished character.

The last thing I did was to use the Edit Mesh feature to edit the proportions of the skateboard prop. For some reason no one ever seems to draw or model a skateboard correctly if they're not a skater themselves.

The existing skateboard prop I used was excellently modelled for the trucks and wheels but then it all fell apart with the deck being too long and wide, completely flat, and had these tiny little nose and tail kicks.

My revised Skateboard.
My revised Skateboard.
I shortened it, lined up the deck edges with the wheels, added some concave, and lined up the trucks more accurately with the nose and kick tails. I didn't adjust the kicks themselves though. They weren't great but I could live with it. I finished it off with a texture graphic of one of my own skateboards.

Overall I'm happy with the final character's likeness to the original 2D design. There is definitely room to refine the character but as a first attempt it does show just how far away from a human face you can get with CC3.

If you are interested in Reallusion's Character Creator 3, the Pipeline version is a standalone software that can be used to develop characters for other platforms such as game engines and more. But you can also use it to create characters for illustration, animation, whatever you can think of really, as well.

Comments

  1. The transformation from the 2D character to 3D is very good! I noticed your Batman from a previous blog and was curious what are the steps to take a character from Muvizu into Character Creator and even tweak the character?

    ReplyDelete
    Replies
    1. Thanks for your comment. I'm not sure if you can actually export a character from Muvizu into Character Creator? My Batman/Bat Storm character was made entirely from body morphs within Character Creator (Specifically body morphs by Tokomotion). I didn't use any exported character from Muvizu.

      The only item shared with my Muvizu character was the custom ears I created and imported into Muvizu and Character creator as an FBX file.

      Delete

Post a Comment

I welcome, read, and respond to genuine comments relating to each post. If your comment isn't that save me some time by not posting it.

Related Posts with Thumbnails

Popular posts from this blog

Voice All Your Own Animated Characters with Voice Changer

Voice Changer by AVSoft is real time voice manipulation software that can be used for a wide range of purposes including (according to their website); Voice-over and voice dubbing for audio/video clips, presentations, narrations, voice messages, voice mails, E-greeting cards, broadcasting, etc.; mimic the voice of any person, create animal sounds, change/replace/remove voices in songs, videos,etc. I bought it for the specific purpose of changing my own voice, to extend my vocal range, for voicing characters in my own animations. I was fortunate enough to get this software at a significant discount that made it difficult to refuse, given that I'd never tried it, or even heard of it before. I'm not sure if I would have bought it at the full price given that much of what it can do (for my needs) can also be done with the freeware audio program, Audacity . AV Voice Changer Interface. Voice Changer is relatively easy to install and set up. Once installed simply

Should You Buy or Upgrade to MOHO 13? *Spoiler* Yes. Yes You Should!

MOHO 13's New Character Set. Smith Micro released MOHO 13 , their all in one, 2D animation studio, this week. The question is should you buy or upgrade to the latest version? Obviously I've already spoiled this in the title, so the actual question is why do I think you should buy or upgrade? To be clear, I'm only talking about MOHO 13 Pro. If you're considering MOHO 13 Debut be aware that you're missing out on some of the new features, and a lot of existing features that are only available in the Pro version. Debut is fine if the budget doesn't stretch to Pro, but, if you never want to be disappointed about not having a feature, it's Pro or nothing! The other thing I need to be transparent about is I'm not, by any stretch, a frequent MOHO user/animator. However I took the time to learn MOHO 12 Pro fairly extensively, blogging about my process and sorting out 104 free MOHO training videos into a logical viewing order in the process. I think I ha

Make Disney/Pixar Style Characters with Reallusion's Character Creator and Toon Figure Bases

The Extraordinary Tourist Classic Coat outfit created using Reallusion's Toon Designer for CC3. I've talked before how I've wanted to get into 3D Disney/Pixar style character animation since I first saw the animated cutscenes for the very first Tomb Raider game back in 1996. It's why I initially bought Reallusion's iClone 3D studio app as soon as I could afford a computer that would run it. But then Reallusion released their 3D Character Creator (CC) for iClone and I wanted to create my characters with that (and I did try with Bat Storm ). But the focus of CC was realism, even with ToKoMotion's stylised body morphs . Now with Reallusion's Cartoon Designer bundle for CC3 which features two packs, Toon Figures , and Toon Hair , designing Disney/Pixar style 3D characters just got a whole lot quicker. The two packs are the bare essentials for creating Toon style characters. Five body morphs (2 male, 2 female, and one adolescent body morph that w

Animation 4 Business iClone Promotional Video

In my recent updates I've been teasing a new Animation 4 Business Promotional video created with Reallusion's iClone 6 . It's taken me longer than expected because I've only been able to work on it for a couple of hours each day - part of my new schedule that enables me to work on many projects concurrently. Finally the animation is finished and, although I've already debuted it on the Animation 4 Business website , Facebook and YouTube, here is the only place you can read about the behind the scenes creation process.

Eric W. Schwartz: Cartoonist, Animator and Amiga Die Hard

July 1992 Edition, CU Amiga Featuring Amy the Squirrel. American Cartoonist, Eric W. Schwartz , (whose unofficial Amiga Icon, Amy the Squirrel, is pictured on the July 92 edition of CU Amiga cover on the right) is my only real animation hero. Sure there are the big names like Disney , Chuck Jones , Tex Avery and even Preston Blair whose influences can all be seen in my own cartoons but Eric did what none of the others could. He showed that really great 2D computer animation was within my reach with little more than an Amiga Computer , a copy of Deluxe Paint and Moviesetter . This was at a time when computer based animation was in its infancy (outside of computer game animation) and Flash was something that lights did. There were many great Amiga artists but Eric was really the only one consistently making very funny, traditional style animations. His humor and drawing style is heavily influenced by classic Warner Brothers and Disney cartoons but he managed to build on this,

Voicemod - Free and Easy to Use Voice Changer/Modulator Application

Voicemod is a real time voice changer app. A common problem for hobbyist animators is finding people to voice characters. Friends are often called in to our no budget productions because they're friends and they're usually happy to help. However friends aren't always available and/or willing, and hiring voice actors can be expensive if you're making a lot of short animations just for fun. In desperation you start voicing all your own characters but quickly realize your vocal range extends to only about three different voices. This is where  Voicemod  may help. Voicemod is a free dedicated, real time voice modifying app for Windows (other OS's are in the works). It has a very simple interface that makes it easy to alter the sound of your voice to any saved voice profile with a single click. It also makes it very easy to modify any profile or even create your own voice modifications from scratch. Before I go further, while Voicemod is free you are limited

Learn Moho Pro 12 Free Using SmithMicro's Own 104 Video Tutorials Sorted into a Logical Order of Progression

So you've bought Smith Micro's Moho Pro 12 along with the Moho, 10 hour, 104 Video Tutorials Add On pack so you can get learning right away... only you can't. For whatever reason, the video tutorials aren't sorted into any logical order of progression making them hard to follow. Yeah, I've been there, only I've done what Smith Micro should have done and sorted all the video tutorials into a logical order of natural progression for you. That is, each tutorial builds upon what you learned in previous videos and you won't suddenly come up against some feature you've never used before, unless that feature is what the video tutorial is about.