Looks like a pretty straight forward tensed normal map blending with a relaxed normal map. Metal Gear Solid did it with face wrinkles on the PS3. I think the vertex colors are animated along with the animation, but you can also generate a tension map based off movements. game have also blended clothing wrinkles in similar ways.
I haven't paid attention to EA Sports games recently but apparently a publicly announced feature of EA's Ignite Engine. Just saw a 2 yr old blurb mentioning it:
"Thanks to the power of the Ignite engine, EA Sports UFC will feature an all-new full-body deformation system that displaces the fighter’s flesh in real time. Now your punches and kicks will actually show the power behind them through the impression it leaves on your opponent’s body.
Bodies of the fighters will also be effected by exertion through real-time vein popping, skin discoloration, muscle flex, as well as signs of fatigue setting in through the course of each round.
Dubbed as the most realistic fighting game yet, every single licensed athlete in the game has been created through full 3D head and body scans. This is going to bring a very authentic character likeness with new facial animations, expressions, emotions and more."
Yeah at the end of the day they are using wrinkle maps but shit... The number of blends they must be using to get that level of coverage and detail is pretty amazing. And considering that each fighter is a seprate set of blends thats a fuck ton of scanning and cleanup and sculpting.
Don't most EA sports fight games usually use their own proprietary complex muscle system that goes beyond maps? But systems for interaction of masses and jiggle deformers? previous discussion of EA muscle systems: ( in which mop also state that most of their effects are blended normal maps? ) http://polycount.com/discussion/65874/muscle-simulation
each time an opponent is punched in the following example... physics engine is used to drive the direction of the facial deformation "flapping" differently each time based on the direction of the generating punch: ( in addition to the direction of blood and sweat spray ) https://www.youtube.com/watch?v=mURRnicdNDw Description a lil more in depth of muscle system complexity: http://www.ea.com/fight-night/blog/fight-night-champion-art-blog
Each of the elements work with and compliment the physics system. These include but arent limited to:
- muscle flex/deformation
- muscle/fat jiggle
- body ripple (Both for the fighter being impacted and as a reaction back through the boxer throwing the punch)
- sweat generation (for sweat dripping down a boxers face/body and also the sweat you see fly when a boxer is hit)
Just saw rhis: LBrush and "pose space deformation"
But the maker took the Maya plug-in off market. You can sculpt the deforms, i.e. regular non-EA artists could've gotten similar results if it was still for sale.
Also saw Binary Domain, Japanese game, but they probably used Face Robot to do their facial expressions (gamedevs over there love Softimage).
Replies
I haven't paid attention to EA Sports games recently but apparently a publicly announced feature of EA's Ignite Engine. Just saw a 2 yr old blurb mentioning it:
"Thanks to the power of the Ignite engine, EA Sports UFC will feature an all-new full-body deformation system that displaces the fighter’s flesh in real time. Now your punches and kicks will actually show the power behind them through the impression it leaves on your opponent’s body.
Bodies of the fighters will also be effected by exertion through real-time vein popping, skin discoloration, muscle flex, as well as signs of fatigue setting in through the course of each round.
Dubbed as the most realistic fighting game yet, every single licensed athlete in the game has been created through full 3D head and body scans. This is going to bring a very authentic character likeness with new facial animations, expressions, emotions and more."
http://segmentnext.com/2014/05/01/ea-sports-ufc-fact-sheet-details-games-features/
The number of blends they must be using to get that level of coverage and detail is pretty amazing. And considering that each fighter is a seprate set of blends thats a fuck ton of scanning and cleanup and sculpting.
previous discussion of EA muscle systems: ( in which mop also state that most of their effects are blended normal maps? )
http://polycount.com/discussion/65874/muscle-simulation
each time an opponent is punched in the following example...
physics engine is used to drive the direction of the facial deformation "flapping" differently each time based on the direction of the generating punch: ( in addition to the direction of blood and sweat spray )
https://www.youtube.com/watch?v=mURRnicdNDw
Description a lil more in depth of muscle system complexity:
http://www.ea.com/fight-night/blog/fight-night-champion-art-blog
pretty sexy results
http://webstaff.itn.liu.se/~perla/Siggraph2011/content/courses/mclaughlin.pdf
But the maker took the Maya plug-in off market. You can sculpt the deforms, i.e. regular non-EA artists could've gotten similar results if it was still for sale.
Also saw Binary Domain, Japanese game, but they probably used Face Robot to do their facial expressions (gamedevs over there love Softimage).
http://www.youtube.com/watch?v=Zwd-H-okk8Q