2020 CC Digital Human Contest - Black Arachne - wip05

General / 26 October 2020

Playing around with the facial expressions.

2020 CC Digital Human Contest - Black Arachne - wip04

General / 25 October 2020

Progress render in Character creator. Still busy with the hair and clothing textures 


2020 CC Digital Human Contest - Black Arachne - wip03

General / 19 October 2020

Face progress and little bit overpaint on top of the screenshots. I'm just still working on the hair

Before and after look on Character Creator. Basically, the screenshot on the left, is base mesh where I've started sculpting her face. I'm using xyz textures as a base. I'm still figuring out how to get a better picture quality on Character Creator. Looks like it's compressing all the textures, I guess for the performance. 

2020 CC Digital Human Contest - Black Arachne - wip02

Work In Progress / 15 October 2020

Before I start with adding more details and changes, I wanted to play around with Character Creator and iClone to test out how everything is working. Amazing to see how easy it is to get from this very early stage, already to the lookdev and enjoy pretty much an unbreakable back-and-forth method. Just by couple mouse clicks, everything is automatically imported into the Character Creator scene and it works the same if you want to import your stuff back to Zbrush. Also, automatic weight painting works very nice and easy. However, it doesn't work well with very long dresses or skirts. I think it won't be a huge problem to fix the weights if the skirt was up to the knee height, but in my case, I should probably weight paint my skirt manually in Maya.  

Important things to note: 

When I tried to re-import the meshes from Zbrush to CC, all my clothing and the rig were broken. I guess it's because I initially imported the base body mesh from CC to Zbrush with the default A pose. Unfortunately, I think that default A pose makes it difficult for me to sculpt and/or simulate clothing on it. The arms are too straight. The legs and finger are too close to each other. So, I applied UE4_A_pose that you can find in CC's content library. 

First thing first, if you want to GoZ another pose, you should probably use Layers in Zbrush. So, if you want to make any changes to the face and body later, you can always set back the default A_pose to re-import your character without breaking the rig. 

Second fix, if you see the clothing meshes are broken for any reason, you might fix them by pressing - Convert to Accessories. Then you'll get option window - Reset to Default Shape. After that, you can re-Transfer the skin weights again.


Looks like there are so much more things to explore and I'm excited to play around after finishing the modeling and texturing stages. My next goals would be, to work further on my characters face and clothing. Then apply the xyz textures and use substance painter for texturing the clothes etc. 

iClone animation test:

2020 CC Digital Human Contest - Black Arachne

Work In Progress / 13 October 2020

Hope you guys doing well! I'm participating a new challenge - 2020 CC Digital Human Contest. This is my work in progress. Never worked with this particular pipeline and I'm excited to try out a new workflow. Decided to give it a shot. 


People call her - Black Arachne. She is a legendary huntress. Successfully liquidated the most challenging and secure targets. Some say, her mourning dress and a tender smile shows her enemy's, she still remembers everything. But who knows? Her true intentions remain hidden...

  • Key features:
    Elegant Black mourning dress
    Dual revolvers  



G-ANNA - Character #Wip04

General / 25 June 2019

Got some time to work further on my personal project. Decided to get a better result on her head before I jump on her clothing. My main focus was replacing the hair cards to get more interesting flow. Created a hair cap for the shaved hair. For the rest, some small facial tweaks to achieve younger look. 

Screenshots from Marmoset.


G-ANNA - Character #Wip03

Work In Progress / 13 May 2019

After some clean up, I was tesing out the skin on Marmoset Toolbag. Will do some touch ups eventually when I'll have a bit more clear eyes. 

My next goal will be polishing the hair cause I'm not very sastisfied with how it's looking right now. The hair has somewhere around 20k tris, so I guess, I have some room to play around. 

G-ANNA - Character #wip02

Work In Progress / 04 May 2019


Decided to try out the multi channel face textures from Textures.xyz

I've projected the multi channel textures by using R3DS Zwrap  and baked them out with xNormal. Then, I've imported the displacement maps back to Zbrush and did a cleanup. 

I tried out Mari to cleanup the diffuse map and planning to polish it further in Substance Painter. 

Zwrap - projection looks pretty awesome!

Decided to step back to marvelous and re-simulate to create a bit more interesting folds for the shirt. After playing with it, I decided to adjust the pattern. I've noticed that I had several problems which made everything look a bit too messy:
- The garment in front and back of the shirt had different sizes.
- The shirt had unnecessary curved lines

Also I've learned the following tip:
- To make the clothes more lose or fitted adjust the patterns by using Shrinkage Weft and Wrap instead of resizing the pattern.   

G-ANNA - wip character

Work In Progress / 23 April 2019
For this character, I was mainly focusing in improving my workflow in Marvelous Designer. I wanted to simulate the clothes as far as possible so that I could spend a bit less time on sculpting.  To make it easier for myself, I chose and outfit that's easy to find on the internet and use it as a references. 
In the meantime I was also trying to improve the game hair creation. I've read and compared the articles on 80 level of Calvin Verhoolen and Andrew Giovannini to get the hair to this level. It's still in progress but you can see the result on the following pictures. 




Hilde Weapon Update

Work In Progress / 03 June 2018

Axe and sword work in progress