Tweaking the Metahuman face system to work with our 3d scan

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  • Опубликовано: 19 сен 2024
  • Tweaking the Metahuman face system to work with our 3d scanned base sculpt - from reference of facial extremes from our actress.
    Additional corrective blend shapes are sculpted and driven by the metahuman control set to activate with certain muscles. #MetaHuman #unrealengine5

Комментарии • 2

  • @elvismorellidigitalvisuala6211
    @elvismorellidigitalvisuala6211 8 месяцев назад

    Wow!
    Let's see if I understood correctly. Basically, you sculpted the expressions based on the real model and created additional blendshapes that activate when certain sliders are in the right position to match the expression, is that correct?

    • @stinaandthewolf
      @stinaandthewolf  8 месяцев назад

      Yeah, this started with a face cast of the actress (we motion captured her 12 years ago. Long project!) took into Maya and sculpted the eyelids, then added as a custom sculpt through metahuman creator into Unreal. Then back into Maya to add custom muscle shapes to correct the Metahuman shapes which don’t quite match the actresses. Set-driven keys on the blend shapes linked to the face controllers. Fun part is going to be wiring this all back in Unreal! (Where we do our rending and scene assembly) we have around 2 hours of face capture to do for the movie (from head mounted cam) so we need to get it as close as possible to attempt to speed things up (using FACEGOOD for capture at the mo)