Character Video (automatic start, 1:55 Min) This video shows the development of two characters, beginning with archetypes, modeling using high poly subdivisions and sculpting, PBR texturing, and rigging-skinning using Maya joints and Muscles.
Modeling for Character
Both projects on this video require high polygon subdivisions and sculpting, although only the first one is going to need a thorough retopology with working edge loops for anatomically correct deformations. The second character is a robot made out of metal, so it doesn't need any. I am solving the silhouettes via displacement maps, which proved more efficient than using subdivisions, and relief detail using normal maps. For more details, please take a look at my Modeling Demo.
In this illustration, you can see a character’s face displacement and normal map based on UVW.
Texturing for Character
In both projects, we need a photo-realistic render for video. I am providing it using PBR textures. The second project doesn't need any subsurface scattering because is made out of metal. For more details on Texturing, please, watch my Texturing Demo.
In this infographic, you can see the interaction between PBR textures and the shader's node tree of an organic Character (face). Notice that I used four different maps for Reflections and three for Subsurface Scattering.
Rigging & Skinning for Character
Rigging the character using Maya joints and controls, Skinning using Maya Muscles and Skinning Facial Expressions using Maya blendShapes.
Both projects require functionalities like switches for forward and inverse kinematics and some skinning. The first project is multiple times more complex than the second. I skin the first character using Maya Muscle and the second using nCloth. For more details on Rigging & Skinning, you can watch my Rigging & Skinning Demo.