My last work before enter in the Breach Studios were in Mocap Bcn, a small studio near Barcelona. We did contents for virtual worlds, animations and 3d models. My job during 3 years was mostly to create clothing for Second life avatars (yes, it still alive!) , and mocap animations (facial and full body).
- Sliders controled by weighting -
In Second life you can have the apperance you want: Tall, short, curvy, slim, whatever. You can express yourself in every aspect.
For the creators, it means that the weighting information have to be extremely accurate to work correctly with the apperance sliders, and also with all the animations the client can use (walk, run, sit, dance, and more)
- Workflow -
Bellow there is a few models I did: modeled in zbrush, retopo in zbrush or 3d max, rigging and skinning in blender.
Second life runs in a very old engine: normal maps and specular looks very odd so mostly all the wrinkles are actualy build in the mesh, that means heavier cloths to weight, but more realism.