Monday, 21 February 2011
Healthier Blendshapes :-D
So, my MDP doesn't have the character talking so I have to make use of facial expressions as best I can..
Since Ive changed the mouth topology Ive been able to make use of better facial expressions, which makes me happy, I plan to post a video of the facial expressions animated soon...
Latest head (textured)
Because I remodeled the head it meant I would need to re-map the UV's, re-texture the head, re-do the blend shapes and reapply the head back onto the body rig.. This also means because I had already started animating some of my scenes, I would have to update some of them or copy the keys onto the newer model .. Its worth the effort, this is the updated version of the character:
EYE!
I followed a tutorial to make my eyes look more realistic which in turn makes the character look more 'alive'
I then created a cluster on the iris and connected up a set driven key to the eye controller so I could adjust the size of the pupil, this will greatly improve the quality of the character. Being in a cinema the lighting is always changing as it reflects off the screen so adjusting the pupil size for the reflected light and also the characters facial emotions greatly improves the visual of the animation. A much needed improvement from the previous eye I had created.
Backwards to go forwards
So I'm posting again,
It was constantly bothering me that the topology around the lips and jaw were .... really bad, it made it difficult to create blend shapes. I had created blend shapes previously for this face so creating them again would also improve the quality of the blends, while re-designing the topology I also added edge loops around the eyes and also re-modeled the mouth-bag. Much happier with the latest head, much easier to work with :-)
It was constantly bothering me that the topology around the lips and jaw were .... really bad, it made it difficult to create blend shapes. I had created blend shapes previously for this face so creating them again would also improve the quality of the blends, while re-designing the topology I also added edge loops around the eyes and also re-modeled the mouth-bag. Much happier with the latest head, much easier to work with :-)
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