Blend Shapes and more!

Work In Progress / 11 June 2020

After finishing the shaders for the character, I was talking with a very experienced friend, Lucas Magalhães, who works with me at Wildlife and he has shown a huge interest to make some rigging studies with my model. I was really surprised, because this could open a lot of other opportunities to this project. Besides that, another amazing talented friend, Nicolas Taro, already had talked about the chance to create some animation for the project too.

With these two amazing possibilities, I’ve chosen to extend this project some months ahead and try to do some new things to build a really good case for both of us. Taking this new challenge, I started to create a lot of blend shapes, following some materials that Lucas sent to me. It takes time, but the result could bring an amazing bunch of facial expressions for her. We have already finished more than 150 blend shapes and we still have a lot of work to do.

I’m attaching here a few images of the process and some controllers that Lucas is working on right now! I’m really surprised with the knowledge that he’s applying into this project and I can’t wait to show it to all of you, guys. Maybe he will post some pieces of his process on LinkedIn or Instagram too, so stay tuned, alright?


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Eyes inside UE4

Work In Progress / 29 April 2020

Here’s the result of the realistic eye that I’ve been building on Maya, inside Unreal Engine 4. I used a lot of techniques that were shown on their Youtube channel and this helped me a lot, indeed!

Besides that, the Digital Human file, created by Epic Games, was one of my best examples to study the whole process! The team that created this masterpiece really deserves all the credit.

I’ll try to bring more WIPs of her as soon as possible. I hope you like it and feel free to ask me anything you want.

Here's an awesome tutorial explaining the eye creation for UE4. I've used a lot in this project: https://youtu.be/E4XVsgv2LcQ

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Hair cards with xGen

Tutorial / 15 April 2020

Last year I almost spent my entire free time learning Unreal Engine 4 and ways to improve the process to make hair cards for real-time renders. Besides that I’ve decided to put my last work, the Korean Girl, inside the engine.

Now that I’m in the middle of this work, I’ll try to publish here some pieces of this process. I hope you like it! Feel free to send me any criticism, alright?!

Reference Panel

I’ve always started this work searching for the reference that I considered good for me  to put inside my character. First of all I create a reference panel and, after some searches, I go to Photoshop to simplify how those hair cards should be.

xGen

After finishing this part, I spend a lot of time recreating what I’ve imagined for the hair using xGen inside Maya.

I've baked my hair project using xNormal, following the amazing Andrew Giovannini’s tutorial on Youtube. After this I finally have my textures to create my cards for the engine.

Eyelashes

With all my cards prepared, I’ve started the process of inserting one by one in my model. It’s a hard work, but I prefer this way because of the final result. Always using references, I started with the eyelashes, then I work on the eyebrows and finish the process with the hair.

Eyebrows

To create a realistic flow for the eyebrows, I’ve done some research and put the head inside Substance Painter to create some guidelines. After that, I exported a Diffuse map to use inside Maya. It was really helpful for me not to commit a lot of mistakes in this specific process.

On Pinterest you can find all the references for these guidelines!

And here’s the final result...

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Anatomy Studies - Feet

General / 29 January 2019

Hi guys! Almost two years have passed since I started Rafael Souza's Anatomy Course and now I can look back and see how much I could evolve! I had a few gaps in the middle of the course but now I finally finished the last part of those two Asian bodies that I was working on.

It was amazing to increase my knowledge on this fantastic ethnicity as well as all the other studies that I made along this journey. Having the master Rafael Souza teaching me so many things was outstanding and I couldn’t be more thankful for this. I hope that all these processes can be helpful to someone.

So, that’s it! Thanks for all the support and I hope you guys like it :)

Let's keep moving forward with more studies this year!

See the entire post here  - https://www.artstation.com/artwork/wK2oO

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Dance-Off, bro!

News / 22 November 2018

Hi guys!

I want to share an outstanding personal project from my friend, the artist George Damiani, with whom I had the pleasure to work. In this project I made the hard surface modeling of Peter Quill's headphone and cassette tape.

For years I was used to working in 3Ds Max, however, in this job I've only used Maya to evolve my skills on it. It was completely different than Max, but I liked very much. Damiani made all the other magical things (textures, shaders, look dev, etc), including the Walkman modeling.

As a huge fan of Marvel and the Guardians of the Galaxy franchise, I'm very honored and impressed for being part of his work. Thank you so much for the opportunity, George, and I hope you guys like it!

You can see the entire work on his ArtStation!
If you like it, don't forget to appreciate his awesome projects :)

Cheers!

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Unreal Dev Grants Award

News / 09 November 2018

Hi guys!

It's with a huge happiness that now I can announce that Black Iris won the Unreal Dev Grants Award! Boy, this was so unexpected to us…

This year we've faced a lot of challenges on the road, but I'm very honored to be part of this awesome team that has worked every single day to build an incredible game and, specially, a great experience to the gamers.

This award gives us an important fuel to deliver the best of what we can do and, as soon as possible, we'll post more news about the game.

An special thanks to Epic team that has believed in our project and to all of you guys who are following and encouraging us to finish it.

Let's celebrate this... working more ;)
Cheers!

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Human Male European Skull

General / 04 October 2018

Hi guys!

This was my first exercise of Rafael Souza's Anatomy Course and it is part of my anatomy studies that I'm publishing on my ArtStation.

I decided to share it with everyone who wants to study and learn more about form and proportions. This mesh is already corrected, so I think it's everything ok to be given to you :)

Download here - gumroad.com/l/CXoMc

I hope that this file can help you.

Cheers!

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Activity's Page

Tutorial / 07 September 2018

Hey guys! A little trick for your thumb image looks better inside the Activity's Page, on ArtStation. I've used a template with 1000x545 of resolution not to see those black borders. I hope that this can be helpful for everyone! :)

Old version with 400x400

New version with 1200x627

Dimensions' example


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