thanks Andre.
im gonna add hims some arms and shoulders with hopefully an interesting pose, and render out a portrait like still.
honestly cant wait to tackle the clothing, doing hair is a pain, atm most of the time im just waiting for some test render to finish.
the more hair there is, slower the progress
Crossing the uncanny valley WIP
This is some great work, but I noticed in the animation that the upper teeth wiggled a bit. Have you been able to nail that down? I wonder if the slight variation is coming from transferring the mocap be hand, possibly.
thanks man.
some irregularities were present due to the subtraction of the facial performance from the head movement. and since i messed up during shooting and forgot to add some solid head tracking points, there were some issues i had to fix by hand.
That good to know, cause this is just awesome work. Itâs amazing how far realism can be pushed these days. Weâve come so far even in just the last 10 years.
Youâre texture capturing trick is quite clever. Sorta a way the ârest of usâ can get scanned data. heh ![]()
Wow man, there are some super realistic faces on CGSociety, and then⌠there is yoursâŚ
Just to make sure you stay grounded though⌠The uncanny valley waits you at the animation part. But hopefully you can cheat it well enough with a nice facial rig and capture.
thanks guys.
Dennik, dunno if youve checked, but the rig/animation part is already done. its just a matter of returning to it some day, polish the rough edges and do rendered sequence.
But for now, finishing this still image is my priority
edit:
a creepy bonus
thanks guys.
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and about the dynamic texture:
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firstly i needed to finish and polish the mocap, so my mesh followed the reference face as closely as possible.
[img]http://ft.trillian.im/fbe8ac09d8955b867eb63005b20cb31900ee32bc/6ieDgNCJ60gUn4LINHs08Lz8uSE85.jpg[/img]
then i simply projected the video sequence onto my mesh, and baked out a texture for every frame (818 frames in total) i did this for all three cameras (left45° | front | right45°)
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i combined these three image sequences together in AE, overlayed them with the base diffuse texture for extra details. the final image sequence is what you see in the youtube video.
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than i assigned it to the model just like a regular texture, with the use image sequence option checked. and thats all there is to it. its a simple process actually
This texture projection technique is something Iâd personally try to avoid.
Iâm not criticizing at all, just spilling out my own opinion
The reason being is that when you need to mo-cap an actor, 99.9% of the time youâll be re-targetting the mo-cap data onto something different (a creature, different actor, etcâŚ) so the topo wonât always match and also itâd be cool to actually develop a system for blending the maps in the shader dynamically instead of having it projected from a video, because this way, you can skip the whole complex shader work altogether and just use projections instead.
jo jasne, chapemâŚa suhlasim.
it was just a test. kinda DIY version of this process:
[VIMEO]28443054[/VIMEO]
when i saw it the for the first time, i was like _looks easy enoughâŚmaybe i could do that, and so i tried .)
Just awesome, been looking into this lately, blows my mind how much youâve been able to do with it!
Iâm new mem here.
Which software did you use for converting bunch image to 3D Object ?
Thank you very much.
Good stuff! It took three years to make?
Now that you have this head done, do you think you have learned things that would allow you to speed up the process to make heads without having scanned data yet still maintain this realism? I think it would be interesting research.
The result is perfect anyway:)



