Good news! The new Shape Editor in Maya 2016 Ext 2 solves this problem altogether.http://area.autodesk.com/blogs/stevenr/maya-2016-extension-2---shape-editor...
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how to transfer blendshape between characters with different shape and topology
facial blendshape connect controller.얼굴 브랜드쉐입 컨트롤러 연결하기.http://cafe.naver.com/micromotion
TNGVisualEffects (https://www.tngvisualeffects.com) provides photo-realistic #3DScanning services to the entertainment industry. In this video, we create ble...
Creating the character "Sally" for Lupin House I've been wanting to record the process of creating mouth corners for a long time. The first pass I'm… | 13 comments on LinkedIn
On the roster of this week's best-dressed men are John Boyega, Adam Driver, Oscar Isaac, Eric Rutherford and Hugh Jackman
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Cherki is a Peranakan fusion gastronomic adventure and your gateway to modern Peranakan inspired cuisine and craft cocktails in Singapore.
Hey guys , in this tutorial I am going to show you how to build a basic pose reader with maya nodes , if you dont know what a pose reader is check : http://www.comet-cartoons.com/maya.html…
Our fav face-tracking software: http://www.FaceShift.comNOTE: The Carmine Sensor has much better results than the Kinect we are using!How to setup blendshape...
Relatively simple setup for sticky lips using constraints. I suppose if you have a blendshape rig, you can pin locators on the surface (ie - rivet, follicle,…
Hey ! Here's a Character I have done this year for the shortmovie : Pavel. I was responsible for : • Modeling (Sculpting and Retopology) • Texturing | Lookdev • Grooming • Facial Blendshape
Just a few blendshape-tests with an unfinished character. . Thought i might try to do a few facial expressions for fun^^ Going to finish the rest of the character soon, though.
Hello my name is Bill Petersen I am 36 and a man of many faical hair looks. This pic is from when I won the North American Championships in Denver last September. In the Hungarian Moustache I scored a 9.9 all most a perfect 10.0. My family and my Facial hair are my passion in life.
I worked as a Senior Character Artist on Star Wars Squadrons. This is the character Hera Syndulla which I built for the game. I worked from concepts by Teo Yong Jin who translated the design of the well-loved character to the games art style. I was responsible for sculpting the likeness, texturing, high-res body modelling, shaders and facial blendshape sculpting. In-game clothing mesh and bakes: Mindwalk Studios. https://www.artstation.com/jin_teo https://www.artstation.com/mindwalkstudios
Services: 3D Rigging for Maya, Unreal Engine(UE4/UE5) or Unity Rig Description: Biped, Quadruped, Creature, Vehicle and anything you want can be rigged IK/FK switch (Arm, Leg, Spine, Tail, etc.) Bendy and Stretchy Controls Finger Controls Foot Attributes (Roll, Rock, Length, etc.) Blendshape or Joint based Face Rig Motion capture (mocap) compatible Easy to export animation for use in any Game Engines like Unity and Unreal Engine Unity rig compatible with Humanoid Avatar configuration Face Rig with Apple ARKit 52 blendshapes (extra) Unreal Engine character rigged with UE4 or UE5 Mannequin Skeleton (extra)
Testing the multi displacement with the blend node. The goal is to use one displacement for the base mesh and one for the grin blendshape, keeping the mesh lowpoly and making the groom to nicely follow the geometry without the need to run a poly smooth. The displacement has been created in Zbrush and added to the lowpoly geometry (about 6k total) The rigged version will come soon with some animation tests. Software used: Maya/Arnold/Zbrush/Shave-and-a-Haircut www.massimorighi.com https://www.instagram.com/massimorighicg https://www.facebook.com/massimorighi3d
Here is some of the work I did for the new Halo TV Series on Paramount Plus. Back in 2019 I was at MrX and got the amazing oppertunity to be Lead Creature and Blendshape Artist on the show which was wicked since I grew up playing it with friends and family. I had the chance to rework the Sangheili from what we originally ingested and try to bring them more closer to Halo 2 Style a bit. I was only responsible for all the organic side of things. I handled every single Elite Sculpt, Topo, UV, Lookdev, Design, Blendshapes, around a dozen before I left MrX in 2020. Models were Rendered in Renderman in Houdini. After me it was a huge effort from Rigging, Anim, Lighting to get them in shots. I have been watching the show as something more Halo inspired and its much more enjoyable that way =) Cheers everyone