And now for the boring part:) Scene organization: If you open the file you'll see a scene with 6 filled layers (they are actually named properly in Layer Management). The first one contains all the models related to the character. The layer below contains rig with the proxy, which will be explained later. The layer at the most end shouldn't really bother you, there are custom shapes for bones and some auxiliary objects. Other layers are all about studio setup for the render (17th is the studio floor, 16th is studio floor and lights, 6th contains a cube to sit on in sitting pose) Rigging explanation: The rig is mostly rigify with the addition of the layer "Face", which obviously contains bones for face controls. I don't really know whether there is a good documentation concerning rigify, but it's quite intuitive really. If you don't want to link objects and continue wirking within that file (you may want to do it, if you need to record actions for the character, like walk or run cycles, idles, etc.) you'd better work with the 11th layer, where the proxy mesh is. It allows you to work smoothly and run playback at 20-24 frames per second. Viewport/Render quality settings: There's another quite important thing about rig object. To see it you should go to the object mode and see the properties tab in the N-panel. There are two properties: render and viewport quality. Here's a table, explaining what these settings change: https://www.dropbox.com/s/y3cc5pxgxltlni2/settings.jpg?dl=0. Level 4 of the viewport quality needs explanation I suppose. It's mostly needed for the viewport preview rendering. With that value set all renderable objects and particle systems are shown. Note that it depends on render quality settings. You won't see any difference if you will set the viewport quality to 4 and render to 1 or 2 or if you set the viewport to 1 or 2. Though if render settings are set to level 3 you will also see sweater fluff and body hairs, while you won't see them if viewport is set to 3. I think it's not very confusing, just play with it and you'll understand how it works. Linking to another file: The most reasonable way to work with the product, I suppose, is to link it to another .blend file with environment, for example. There are two groups in the file: low=poly and character. The first one contains only the proxy object and armature. The second one contains all the real objects. When you link one or both of them you need to make proxy (type it in space bar search) of rig object. When you do it, rig will be editable and you will be able to pose and animate the character. All the render and viewport settings translates no problem. The issue that I've found in the newest 2.74 biuld is that you playback fps drops drastically when both groups are linked, though it's fine in the source file. I haven't found the solution to it yet, so the best thing is probably to link character group when you're finished with animation. Materials customization: There's an option to customize some materials. They're skin, shoes, weater and jeans. (Note that you should change them in the sourse file; it's not availiable for linked objects). The skin shader allows you to change base parameters such as roughness, glossines, fresnel and SSS scale. For diffuse, Specularity and Roughness maps there're refining nodes for different parts oа the body for more precise control. They're quite self-explainatory, but you may always contact me for any help. Jeans material has inputs for the color and UV map (you may use the material as the jeans fabric in other your projects). Almost the same thing with the sweater material, though it's controled via HSV values. As for the other inputs: wool mask controls different wool pattern and takes B&W images; dirty vertex colors are there if you want to reuse that material and accentuate creases of the model (since 2.74 you may actually use pointiness atribute); and there're two sockets for uv map of thу woolen pattern itself and for the tracery. It's easier to preview the model, connecting Diffuse color output to the material surface input, and then alter the mapping. The shoes materials are the easiest. You may select either of the shoe parts and see a group called sjoe colors in the node editor. Press tab to open the group and change the main and the secondary colors of the shoes, and the color of the label. So that's it I suppose. If you still have any questions, you may contact me via e-mail: [email protected]
, or skype: buor-b.