Good examples of edge loop flows for the face, enjoy.
http://wiki.polycount.com/wiki/FaceTopologyFacial Animation Technology
Roberts Space Industries is a spacecraft manufacturer within the persistent-world game "Star Citizen" and its companion single-player spaceflight sim, "Squadron 42." RSI is also your portal for information, updates, and purchases of your very own spacecraft with which to trade, plunder, and protect the citizens of Star Citizen.
Not embededing? - https://youtu.be/G1eLecTsTSw
hard to tell from these wire frames
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topology was a big issue when people were still making these grid shape layouts like you might find them on cartoonish characters that did not follow the structure of the human face much and all that was there for animation was a simple bone rig. nowadays even the zbrush remesher seems to know topology.
that star citizen approach seems a bit outside the norm. their wireframe density is off the rocks!
edit: for games, look at any western one i should say. some of the recent japanese ones i've seen assets of still do things a decidedly different way.
e.g. uncharted series, avatar (movie) had clear wireframe shots out there in making-of's. as said, always pretty much the same topology.
http://www.chrisj.com.au/
some of his videos show some interesting progress, and i think he might be reachable.
https://www.youtube.com/watch?v=ZPB-Ov4zA4g#t=14
- http://www.cs.cmu.edu/afs/cs/project/face/www/facs.htm (earlier version, includes images)
- https://en.wikipedia.org/wiki/Facial_Action_Coding_System
The book "Human Anatomy for Artists: The Elements of Form" by Eliot Goldfinger also includes an illustrated relation of facial muscle to facial expression.
Then you can narrow your searches with related terms:
- http://www.riggingdojo.com/production-sculpting-vfx/
- http://www.cgmeetup.net/home/facial-rigging-based-on-facs/
I first heard about FACS and "action units" in this procedural emotion experiment by Ken Perlin (you need Java to run it):
http://mrl.nyu.edu/~perlin/experiments/facedemo/
My work colleague from the VFX industry has used this system for years, would be great if I could hook it up to a face camera and get it running inside UE4 with normal map transition all hooked up to a game control, in my head it seems easy enough, just got to do it and see what the problems are :poly141:.
The localised masking will be a mind feck! so I am sure I will be back on that one!
a wealth of info in one spot.
http://www.hippydrome.com/
Thanks again! all really helpful stuff.
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http://www.zbrushcentral.com/showthread.php?193491-The-Order-1886-Team-Post
[ame]https://www.youtube.com/watch?v=tuZMMZ8vbNk[/ame]
http://www.gamespot.com/articles/uncharted-4-dev-flaunts-new-milestone-in-face-anim/1100-6427293/
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More information here - http://boingboing.net/2015/08/05/watch-breakthrough-computer-an.html
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Skip through the years, (feel free to add your links) and where are we now?
The Curious Case of Benjamin Button
TRON: Legacy, Face off | fxguide
And this nice little example from mathieu aerni at Blur Studio
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[ame]https://www.youtube.com/watch?v=rpDdOIZy-4k[/ame]
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[ame]https://www.youtube.com/watch?v=myZcUvU8YWc[/ame]
[ame]https://www.youtube.com/watch?v=70jVUBnp6lQ[/ame]
Snappers Facial Rig
[ame]https://www.youtube.com/watch?v=8qeOFibRmoo[/ame]
[ame]https://www.youtube.com/watch?v=HjHiC0mt4Ts[/ame]
There might be some resources in the GDC Vault. A search for "facial" (careful where you search for this word) came up with this:
- http://www.gdcvault.com/play/1014366/Fast-and-Efficient-Facial-Rigging
- http://www.gdcvault.com/play/1012256/Automated-Emotion-Facial-Animation-in
- http://www.gdcvault.com/play/1022657/Facial-Animation-For-Game
- http://www.gdcvault.com/play/1020209/Next-Gen-Characters-From-Facial
- http://www.gdcvault.com/play/1012350/Uncharted-2-Character-Pipeline-An
Edit: added some more information to that FACS post above.
Reading through this I was just about to post 'Ed' - lol - glad you found it.
http://wiki.polycount.com/wiki/Topology
and
http://wiki.polycount.com/wiki/FaceTopology
Lots of people use the same head mesh and just fit them on top of various sculpts. This is of course for re-usability as you can quickly produce relatively good background characters quickly, and also for some hero characters. But usually you then have to add wrinkle maps (either in normals or in displacements) to get the fine details.
The other option is to build custom models for each character; then you can trace the wrinkle lines and go mad with detail. The main advantage here is that you won't need wrinkle maps. But you don't get to just transfer blendshapes either, so it can take more time.
Here are some examples for the later from our work on the Witcher 3 launch trailer:
http://www.thundercloud-studio.com/tc-tutorial/modeling-guide-realistic-human-head/
I posted this some time ago, but i saw his a long long time ago maybe like 8-10 years. It vanished when their old site went down but they reposted it.
Such a perfect resource. Thank you.
The Ninja Theory one looks really interesting, looking forward to learning more about the system they used for the face capture.
Think I will be taking a trip to the makeup store, finally have a good excuse to put makeup on at the weekend. :poly124:
http://3lateral.com/gallery/
[ame]https://www.youtube.com/watch?v=mcB0hlkliV4[/ame]
Thanks, Check out this video. There are ten targets firing, each one balanced with the other within their zone, all are based on hitting a football shape as their final shape.
https://vimeo.com/53058768
https://vimeo.com/53058916
My iBook goes into detail on how to model and articulate the face, breaking it down into facial zones and to work within each zone to create a small amount of Avars that will allow thousand's of expression from just a few controls. My iBook is not program specific and you can use most professional software to reproduce my techniques. This is the same workflow I used at Pixar.
http://hippydrome.com/iBookExmpls.html
Cheers,
HD
Baolong Zhang, Unreal 4
https://www.artstation.com/artwork/O30o6
https://www.youtube.com/watch?v=MK64twSZrA0
http://www.amazon.co.uk/Stop-Staring-Facial-Modeling-Animation/dp/0470609907
https://drive.google.com/file/d/0B9F8ePuKC1fjc0JNX2tad2E4X28/view
A PS4 Game's Quest To Make A Realistic Woman
Article - http://www.kotaku.co.uk/2015/11/06/ps4-games-quest-make-realistic-womanhttps://www.youtube.com/watch?v=0FZaJ3-4A-g
http://advances.realtimerendering.com/destiny/siggraph2014/heads/index.html
Check out this amazing development diary. I don't mean to turn this thread into a Hellblade thread but they are doing such a great job on the character development and break down.
https://www.youtube.com/watch?v=njHGqbqSIzg
And skin shader
https://www.youtube.com/watch?v=AhWlS5SeLbk
https://www.youtube.com/watch?v=fVC-P3zkXMQ
https://www.youtube.com/watch?v=ZPB-Ov4zA4g#t=14
A high quality scan of a 3D face. It can be downloaded as an OBJ or 3ds scene:
http://gl.ict.usc.edu/Research/DigitalEmily2/
https://www.youtube.com/watch?v=-wtv4bsLWvw
https://www.youtube.com/watch?v=AGZtXt1ULKA
Facial Rigging based on FACS (WIP)
Dan Roarty’s Realistic 3D Portraits
https://www.youtube.com/watch?v=dWUVIms3JqQ
Muscles of the neck model description
https://www.youtube.com/watch?v=RulLqXB7We4