I wanted to ask how this is done.I am guessing u animate the facial movements and lip movements on the flattened uv textures or is there another way to approach this?How are the image textures applied in Maya and Blender and gotten to match the 3d model movements.
Wanted to try this style out for an animation.I noticed square enix used this in their ps2 games.I intend to use high res textures and more 2d animation details.
Thanks.
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[ame="http://www.youtube.com/watch?v=FwHkq6kNKH4"]Let's Play My Sims Agents Part 2 - YouTube[/ame]
I am wondering how I can switch animated sequences for the faces like if I animate the eyes blinking,and animate a wink.How do I place the blink and the wink or do I need to make everything a full image sequence in an external animation app before applying it to the material?
I think this best explains what I am trying out.
[ame="http://www.youtube.com/watch?v=UMmaFFWtQw4"]Tomb Raider Chronicles Cutscenes Part 2 - YouTube[/ame]
They are the ingame cutscenes from Tombraider chronicles(ahhh..the memories).As u can see the the facial expressions and lipsynching were 2d animated then assigned to the material.Though the textures are pixelated and very low res.The story the cutscenes are trying to tell are still believable.Any suggestions on how this was done?I wonder if any of the devs who worked on this game still hangs out here.It would be cool to know how things were done back in those days.
http://www.monotoneminimal.com/archives/506
@Mrfred Very useful info,even though I am using Blender currently.Will look into how I can apply this.Thanks.
@Richard Kain Thanks bro.Currently researching what u just pointed out.Will post something soon.
A lot of modelers say quads are better especially for a clean look and baking.Tris can be used for non deformation areas or for the underside of knees and elbows?
Are quads really important?I remember reading somewhere that why should it,the consumer or viewer never get to see those wireframes.I think modeling in quads is the best way but sometimes I ponder if creating entire face loops just to put details in a small area isn't wastage.
Using the frensel glsl shader with color management turned on.