Website powered by

Rabbit-girl Character

A rabbit-girl character made as a personal project. She was painted entirely in Blender using UCUpaint.
For rigging, she has a basic custom skeleton with IK controls, a "held item" controller that allows both hands to move in unison with each other (used to control the aim of the gun in this case) and 2 sets of face rigs, one for manual control and the other set up to drive a full set of ARKit 52 shapekeys (This also means she's ready for face capture using livelink or imported data.) The outline in the renders is done using a solidify modifier inverted and a black shader (inverted hull), though this could be done other ways, I just like the look this gives in blender.

44,822 faces

44,822 faces

EEVEE render

EEVEE render

a cutout for her tail

a cutout for her tail

Early sculpts made in zbrush, she changed a little, she really only lost the welding mask and water bottle. I had decided on the basic clothes and seatbelt- belts from the beginning.

Early sculpts made in zbrush, she changed a little, she really only lost the welding mask and water bottle. I had decided on the basic clothes and seatbelt- belts from the beginning.

she had chainmail and smaller ears really early on.

she had chainmail and smaller ears really early on.

body textures, combined. Painted in Blender using UCUpaint.

body textures, combined. Painted in Blender using UCUpaint.

clothes textures, the Udim version of the leggings is included with this shader. I used the UDIM versions of both for the renders above.

clothes textures, the Udim version of the leggings is included with this shader. I used the UDIM versions of both for the renders above.

UDIM/isolated version of the face. I made second versions of the clothes and skin shaders with UDIMs to provide higher levels of detail on existing and future parts of the character while keeping shader count down. I just like the options.

UDIM/isolated version of the face. I made second versions of the clothes and skin shaders with UDIMs to provide higher levels of detail on existing and future parts of the character while keeping shader count down. I just like the options.