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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.
1 comment:
Nice work! Are you interested in teaching a Zbrush class near Los Angeles?
Please contact me if you are interested.
soommen@aii.edu
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