View Full Version : Male Head
12 December 2005, 08:08 PM
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!
12 December 2005, 09:11 PM
Heres the lowpoly head thats all ready to be animated. 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.
12 December 2005, 05:45 AM
Looks really good to me. One thing-The head seems WAY too tall. I'd say cut off about a third of it. Nice features and fleshy structures. Good job overall.
12 December 2005, 05:49 AM
yeah his craninum is quite tall, but other than that it looks great.
12 December 2005, 03:46 PM
Sweet!!...dig the style...but I'm a bit confused tho'...did ya model the head or not from reading ya 1st post and then reading ya 2nd post?...the facial anim part sounds interesting and I'm looking forward to how it turns out...Oooh...and let us know how ZMapper is too...I've seen the video tutorials (Caroline Delen's...Awesome!!...) and look forward to see how ya tackle it too...keep up the good work man....:thumbsup:
12 December 2005, 04:49 PM
Yes I modeled both the high and the low. Heres the Normal mapped low and my first crack at Lip Sync. Oh I lowered the forehead btw. (Click the image below to see the animation)
12 December 2005, 06:17 PM
the first thing i noticed was that the file size is 16mb for a 3 second movie. there has to be a way to make it smaller.
secondly the jaw seems to rotating on an axis too far forward and not from the "jaw joint".
thirdly, the lips move too quick at the end. you have to try and not for every sylable perfectly as it looks unnatural that way.
like the model though.
12 December 2005, 03:11 PM
I updated the animation. Just click the face above to see the new animation. I moved the jaw pivot too, Thanks for pointing that out Rob.
12 December 2005, 01:17 AM
one thing that might help your animation become a bit more fluid, is to video tape your self doing the same actions. and really act it out and get into the character your making. then compare the motions of your body, to the body of your character. it should help to give you a refrence of what life does, instead of what you belive life does.
12 December 2005, 02:20 PM
i think the face looks really good. nice job.
12 December 2005, 08:11 PM
I can see the face, but not the animation. . .
12 December 2005, 11:34 PM
(You have to click the last picture)
By the way... awesome job.
12 December 2005, 12:07 AM
Nice work, dude! Man, facial animation seems like a long and painful road. The book you bought wouldn't happen to be "Stop Staring" would it?
I want to buy that one, I always seem to be flipping through it at the book store.
12 December 2005, 03:45 AM
ooo now i see why you use zbrush astonishing indeed :cool:
12 December 2005, 07:51 PM
Thanks for the compliments guys.
Spider, yeah next time Im using reference.
Podman, yes the book is Stop Staring, and it is a wonderful book imho.
12 December 2005, 08:36 PM
Nice work Bryan! Out of curiosity, what did you use to make the morph targets from- Max or ZBrush? I used to use Maya to create mine, but ZBrush actually does an incredible job (and takes the pain out of moving vert-by-vert).
You mentioned using ZMapper- I've heard of this a lot recently, but still havent heard what the difference is between that and the standard "create normal map" button in ZBrush. What's the difference??
12 December 2005, 08:47 PM
Bryan - really cool work! :)
ZMapper extends ZBrush's normal map abilities.
First, it provides several presets for other renderers, something that is very important and not well understood to date.
It has cavity maps
It has the ability to project normal maps onto arbitrary models
You can view your normal map on your model in ZMapper
You can view your UVs in ZMapper
You can test deformations in ZMapper
12 December 2005, 05:33 AM
I used to use Maya to create mine, but ZBrush actually does an incredible job (and takes the pain out of moving vert-by-vert).
Yeah, Zbrush has really great soft selection. If you ever tried XSI's paremetric modeling(did I get that right?) tool, it's also got a great soft selection. Maya's "soft mod" tool ain't all that great in my opinion. I've been using HKmagnet (http://forums.cgsociety.org/showthread.php?t=167488&page=1&pp=15) mel script, so far it's the closest thing to the Zbrush tool I could find.
12 December 2005, 08:23 AM
I 100% agree that Maya's "soft selection" tools are extremely lacking. Reason #750 why ZBrush is the coolest thing since sliced bread.:buttrock:
Pardon the endless questions about ZMapper, but what do you mean by "presets for other renderers"? Does it improve the quality of the normal map for Maya's Software Renderer, or is it mainly for proprietary tools like Renderman?
12 December 2005, 02:56 PM
fantastic work with the morph targets man.... the skin wrinkles and stretches in a very realistic fashion.... it really gives the illusion that there's a layer of muscle and bone beneath the mesh..... you have an incredible range of facial expressions you can give this character now, which is really gonna bring all your future characters to life.... can't wait to see them....
12 December 2005, 04:45 PM
DeadBoy - I don't want to hijack Bryan's thread or take any of the focus away from his awesome work. More info about the issues with Tangent Space Normal Maps is here. (http://www.zbrushcentral.com/zbc/showthread.php?t=30858) Also, we just did a movie talking about ZMapper here (http://pixologic.com/zbrush/class/zmapper2.html). Just click on the "video" link to get there. The Documentation on this page also goes a long way to explaining Normal Maps and is very in-depth. Pixologic is very committed to documentation and learning. Sometimes, I wonder if we make software so we can write about it. :thumbsup:
12 December 2005, 03:59 AM
Thanks Ryan, I'll be sure to check these out!! Been waiting for a tutorial book to be released for ZBrush, so up to this point I've been cruising this site and www.zbrushcentral.com (http://www.zbrushcentral.com).
Again, really cool work. Keep posting updates!!:thumbsup:
12 December 2005, 05:48 AM
wow i just watched that zbursh video and man was the stuff neat.
good job on the face animations dude
12 December 2005, 12:48 PM
Just checked out ya videa Bryan...looking good man...get colour, spec maps on there too :)... Something I want to cut my teeth on when soon possible is to mimic the tendons in the neck, adam's apple, animating NM's too...I see from ya avatar ya getting some real good expressions too...this is sweet and definitely taking shape....keep up the progress dude...:thumbsup:
12 December 2005, 12:48 PM
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