Here’s a still test frame I did on a very quickly modified Zbrush base mesh (poly smooth added in Maya… you can see facets in her lips currently).
There’s no bump, displacement, or anything other than diffuse and (very very rough) specular maps on her face at the moment influencing SSS. The hair is a 2D billboard cheat, which I’ll likely be able to get away with because the camera parallax isn’t going to change.
Basically, I’m seeing how little I can get away with blendshape, rigging, texture and detail-wise on my characters… because of the style and selective cuts / camera angles, I don’t think she needs anything much more than more eye makeup and a proper displacement map for her head and neck.
I’m rendering out a mix test right now with three very rough blendshapes (eyes x-wide, closed, hero sneer) to see if I can avoid spending the time setting up a proper Osipa-style facial rig with hundreds of lovingly crafted muscle contractions I’ll never use. The basemesh I used for this really isn’t set up for decent animation, so I’m going to avoid a full facial rig if I can. Efficiency is the goal here, and I think she’s pretty close to good enough now.

More once the sequence finishes rendering,
–T










Added occlusion, additional shading to her head so it’s not as flat, and some extra specular on the glass to get the edge to pop, and I’m going to call it done.




