Sunday, December 21, 2008

Hunter Facial Reconstruction

There wasn't enough base topology for the model to be used in close shots.
I'd decided I'd have to split her head off and figured I'd resculpt it while I did.
Now I've got to find a way to reduce the render times from 30 mins a frame.

Saturday, December 6, 2008

Friday, December 5, 2008

Facial Rigging (Extreme Expressions)

I've begun to setup the facial rig for the Hunter character as well as added detail to her face in order to really push a bit more specular and overall realism.
I'll be mixing this with a 32 bit displacment, bump, and normal combiner network from maya to create blending in the rig that retains the stretching in pores and whatnot as the rig animates.

I've included a few examples in this post of some of the expressions the mesh is currently hitting.

EDIT: Added new render with re-generated maps for the new mix network.

EDIT: Newer shapes added in newer post.