In my experience for character blendshapes the principal or lead character artist will create the benchmark blendshapes and the pipeline along with a tech artist to support on setting up the tools, and the character art team will use the pipeline tools and benchmark assets to create the blendshapes for their individual characters. Sometimes the pipeline will be automated where the character artists will set up their characters with a premade base topology, and the tools will create the blendshapes for them, then its up to the character artist to tweak the blendshapes in the DCC tool or inside the engine.
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Sometimes the pipeline will be automated where the character artists will set up their characters with a premade base topology, and the tools will create the blendshapes for them, then its up to the character artist to tweak the blendshapes in the DCC tool or inside the engine.