This is a head Im working on that I'll use to cut my teeth doing my first lip sync animation. Just thought I'd post it and see what you think of the detail mesh that I will use for normal map generation. It'll also be a perfect chance to try out ZBrushes new ZMapper!
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from the eyebrows up, the top of the head needs to be about half as tall, and the ears ought to move down a little and maybe a little closer to the jaw (hard to tell from this view). other than that, it's looking pretty good. i'll leave the rest of the normal map-specific comments to people who know what they're talking about
All the main features are good, although I'd maybe lose the hard line on the lower lip, it doesn't look very natural.
Ears are looking a little fake too - possibly because the outer upper area isn't curving in on itself.
Nice work though - just move that forehead and the top of the head down a fair bit and he should be fine.
I cant change the head now or I'd have to redo all the morph targets and Im too lazy for that now. I bought this facial animation book a week ago and I got this head already modeled rigged and blend shapped up. I even created an interface in max's viewport to control the face in the same fashion as the book. I have 4 morph targets hooked up to these joystick manipulators that I got on Scriptspot.com. Its pretty fun to mess around with once you finish it all. Heres the lowpoly head thats all ready to be animated.
That'd do the trick, wouldn't it?
but... it seeems like youre changing it now.. so, oh well
Oh, and for a head this realistic and high poly, you should model skin creases into the base mesh so you can accentuate them during expressions. Jason Ospia's "Stop Staring" has a lot of good tips on that.
Looking good so far.
My First Lip Sync Test
You may want to use a digital camera or something to record video of the person saying the line it may help.
I agree with tinman that the initial A shape in "faaan" looks a bit odd, can't quite place why though - maybe the mouth is too wide open and the lips aren't horizontally stretched enough?
I think maybe on the "F" sound at the start of "Fuckin'", the jaw shouldn't be so wide open - it opens wider on the first "F" sound which is fine since it leads into an "Aaa" sound, but when it's leading into an "Uh" i'd think it wouldn't open so wide. It just seems like his jaw's moving a little too much there.
Also, it might just be the camera angle, but it looks like the pivot for your jaw bone is too far forward? The way the lower teeth and jaw is hinging looks a bit odd. The jaw should pivot from a point somewhere very close to the bottom of the ear, just in front of it. Apologies if this is already where the pivot is, just something was bugging me about the movement of his lower teeth. Maybe it's nothing
Tinman also makes a good point about reference - i trust you at least have a mirror next to your monitor, or a webcam to capture your facial expressions on? It really helps
Keep it up!
Anyway, this looks a lot better man. He does not have forehead for days and its cool to see it syncing up. Other than the crits made already i've got nothing.
Is that steve in the voice clip? Or was that from like resevoir dogs or something. It soundsl ike steve.
It looks like the pivot for your jaw bone is too far forward? The way the lower teeth and jaw is hinging looks a bit odd. The jaw should pivot from a point somewhere very close to the bottom of the ear, just in front of it.
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Yeah It is in the wrong spot. Is there a way to move the bone without screwing up the skin modifier, and having to re-weight the head?
And Joe, I GOT A MIRROR! . . . and soda cans
good job
did you zbrushed the innermouth too? if yes, how?