Pete`s Digital Double


#1

Hey,

for a short film that I am working on I want to create a digital double of the actor. I have never created a human before, so I would really love some feedback.

This is a screenshot from the film showing the actor I would like to recreate. I used Recap360 to “scan” his face and then retopologized the model with Quad Draw from the modeling toolkit.

This is the model I created. I tried to get animation friendly topology because I would love the double to be animated in the end. My next step will be to export the model to ZBrush for sculpting.


#2

Good luck a digi Double is hard to achieve. If this is for a short, I guess it will be animated.

So my recommandation would be to photoshoot your actor in many angles but also to grab som videos footage of him doing the basic emotions.


#3

Hey scote,

great tips I actually photographed the actor from a ton of angles for the photogrammetry process. He is coming over today to take some additional shots for expressions.


#4

I was part of the CG Arnold in Genisys so I know few things that can help you create good movie quality Digidouble

If you have a 3d scan created why not share with us?


#5

Well that is absolutely amazing. You guys did an amazing job on that! Photogrammetry has its limitations, I really did not expect to be able to capture his hair for example. I really only focused one the face, to get a base I can start modeling from.




#6

Don’t forget to scale the eyeball to be the proper size. People always share onthe forum huge eyeballs


#7

Hey,

here is a little update. The image shows the current state of the ZBrush sculpt.


#8

It seems to me like the areas around the eyes need a little more work. I will try to get some more detail in there.




#9

I am a little worried that my approach might be wrong. To get the highest resolution in sculpting, I separated the mesh into multiple pieces. I was going to sculpt the details separately in ZBrush and then afterwards combine the mesh again to do the skinning for the whole character. Is that a good idea?

Most of the body is going to be covered by clothes. Only the head and hands are going to be visible.


#10

Yah It can work… Using reprojection of your highres on a full body mesh


#11

I can see that you’re already headed (no pun intended!) into the fine detail on this, and if I can I would suggest stepping back a little.

If you’re planning to use a diffuse map pulled from the scan to add a lot of detail, then what you currently have will probably hold up. But if not, or if you just want to improve the model then there are a few regions that need attention. Most of which I think are misinterpretations based on a lack of knowledge of what’s anatomically going on under the skin - which is totally fine, because this stuff has a learning curve like a cliff face!

Looking at the side of his face in the scans vs your current model, your version has a lot of ambiguity. There are a surprising amount of plane changes going on in this region that if you don’t have, just make it look like a mass of nothing. If you take the scan date you have and run a clay polish over it in ZBrush, you’ll probably see some of these regions. Take the time, if you can, to have look at some diagrams of fat distribution in the face and you’ll start to understand what each section actually is and how they relate to each other. Looking at the scan, this guy has some pretty pronounced jowl fat/sagging (look up superior mandibular jowl) as well as some decent buccal fat.

Also (and this is a very common mistake) you currently have a lot of tightness and thinness (for want of a better term) in the regions that are most defined. It makes logical sense, after all we can see that the lips are the lips, the nostrils are the nostrils, the eyes are the eyes…etc. so it’s tempting to accentuate them with sharp creases…etc. But really, that definition comes from plane changes rather than sharpening. Compare the shape, size and meat of the nostrils in your model vs the scan. I bet you’ll be surprised just how fleshy and substantial the real ones are. Another important area where this occurs is the eyelids. Take a look at how thick your eyelids are in the mirror, they’re actually pretty substantial. If you thicken the up the ones on your model accordingly, I bet you’ll see an improvement - especially if you add some eyeballs in there to reference off (always a good idea anyway). It’s also common for people to do this with the ears - they’re so complicated and visually fussy that some weird instinct kicks in to make them much thinner.

Don’t get me wrong, I think this is a great start especially if you’ve never made a person before! But if you find yourself glossing over an area because you’re not really sure what’s going on, it will ultimately let your model down, so don’t be afraid to stop and look the anatomy up from time to time. Even if you don’t understand the terminology, just seeing a basic drawing of how the muscles/fat under the face appear can be a huge help.


#12

Hey Alex, thanks so much for your help. I will do some more research based on you advice.


#13

I took the advice and added some fat and additional small detail to the head. I feel like the model has improved a ton. Certainly not perfect but I really like the result. Here are some of the changes I made:

I afterwards noticed that I did not get the chin quite right, so I made some changes to that:

Thank you for your help so far and if you have some more tips I would love to hear them. Time is running out for my assignment and I still need to make the clothing for the double. Moving on to Marvelous Designer…


#14

So I have been doing some testing with skin in Maya. I was hoping to get some feedback on it, there is quite a lot that seems wrong but I can not quite put my finger on what it may be. I need some experienced eyes :slight_smile: There is no displacement applied at the moment and please ignore the clothing.

I will work on the hair for a while simply to move away from the skin shading process and then come back with an new perspective…


#15

I have been doing some more tests trying to get the skin to look a little better. There are still many issues with this model, especially with the eyes. I hope someone can give me some feedback and push me into the right direction to improve my work.