Initial turnaround images
Brief concept art
I have already fleshed out Flora in previous works so I didn't spend much time on this step.
Expression Sheet
Expression Sheet
2D Turnaround
2D Turnaround
Sculpting in ZBrush

ZBrush Turnaround

Retopology in Maya. 
I started from the right and then mirrored that half to the left rather than using symmetry. I personally found this easier.
UV unwrapping and texturing in Substance Painter
UV Map
UV Map
Texture test renders. I used Renderman as my renderer.
I also redesigned the eyes in Maya with the initial goal to create a constricting pupil rig with blend shapes. Due to time constraints this unfortunately was never implemented. 
Initial Test
Initial Test
Test with new eyes
Test with new eyes
Test with PxrDomeLight
Test with PxrDomeLight
Initial blend shape creation
Because of the way I had separated the heads from the initial mesh, I was unable to connect and use these blend shapes. I wanted to show them here regardless. I later discovered a way to apply blend shapes directly on to the model itself rather than creating individual heads, this was used for Flora's eyelids.
Rigging
I don't have any progress images of the rigging process unfortunately. Because she is bipedal she uses a basic human rig with the exception of her ears. Her ears are ribbon spines to allow them to behave more cloth like without the use of a cloth simulator, she also has a ribbon spine for her tongue too. She has one FK/IK switch for her arms (this is the + on her left) that switches both arms simultaneously. Her legs are IK although I could easily implement a switch for those too. I used a basic face rig for her mouth and eyebrows. Finally, she has set driven keys in her main eye controller to operate her lower and upper eyelid blend shapes individually. 
Rig final
Rig final
Testing rig before weight painting
Testing rig before weight painting
Quick render of rig before weight painting
Quick render of rig before weight painting
Final Renders
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