Hey everyone!
I'm a 3D modeler working on a character that needs morph targets for an extreme facial transformation think something like a "Venom-style" mouth opening, with a lot of jaw and face deformation. The model will be used in Unity in PBR shader (with normal, ao, etc..)
My questions are:
Do I need to sculpt and bake a high poly version for each morph/blendshape stage (e.g. neutral, mid open, fully open)?
Should I have separate normal, AO, and roughness maps for each of these morph targets?
I'm planning to create 3 to 5 key blendshapes to control the transformation — but I want to keep things optimized and avoid overcomplicating the optimization.
If you have any workflow tips, examples, or resources, I'd really appreciate it!
Thank in advance for the advices!!
Replies
However you would have to implement your own custom setup to also blend textures at the same time. It just wouldn’t be a default workflow.
It’s also more taxing on performance & memory. But doable!
Hi!, thanks for the answer!. what do you mean with blend textures? you mean in the engine?