great results!
Crossing the uncanny valley WIP
almost done with the mocap. unfortunately i have no time making a rendered sequence, so i tried my best to make this to look good directly in the viewport. i relighted and baked the model with my vray sss shader on. then i combined the baked tex with the projections in after effects, added bump and some spec maps and this is how it turned up:
[vimeo]64242828[/vimeo]
hope you like it 
[vimeo]64562384[/vimeo]
[vimeo]64563659[/vimeo]
[vimeo]64565212[/vimeo]
yep, im also very eager to do some renders. and i sure will 



so for now im calling the mocap done
sorry about the video quality.
Excellent work so far, the mocap really works as well as the head itself of course.
And I love the Shift+D ones 
It would be cool to see the last Vimeo video in several hdri lighting conditions!
Cheers
Andre
like number of times before, i was once again blew away by the research done over at ict
http://gl.ict.usc.edu/Research/Microgeometry/
and since theyre actually sharing their microgeometry skin samples, i desided to try to replicate and in vray

its a very early test, but i see a lot of potential in it, its improving the reflections a lot.
im definitely gonna implement this into my shader. and give it a major overhaul.
I think you briefly mentioned this earlier in the thread, but are you constraining your locators to a joint-based rig for the face? Would you be willing to share a screen grab of your setup?
i added the ‘microgeometry’ thingy to my skin setup.

2K image, recommended to view full-size
looks something like this… separate tiled normal/gloss/reflection textures for the forehead, cheek, chin, mouth…etc. areas of the face, plugged into three layered textures.

Excellent work, really impressive. It works really well, the hairs are great I really like the beard.
And if you allow me, what does your ramp attached to the multiply node do? I think I understand your shader setup but this thing is bugging me.
Congratulation by the way, it is the best head I’ve seen so far.
thank you.
the ramp is multiplying the alpha and thus controlling the intensity of those tiled textures
Absolutely stunning work on the animation! This looks even better than the Jeff Bridges from Tron!
Can’t wait to see some final renders with the ray tracing and animation. :drool:
-AJ
so i tweaked those ‘micro-details’ brought back some texture details to the nose tip area and i also did a new shader for the fuzzy facial hair.
heres a render lit purely by an hdri (thats where the orange tint comes from)

Wow, and there is nothing more to say. Just read through the entire thread!
I think you’ve gone past the realism anyone has ever achieved. I didn’t watch those videos thinking “that is CG, and looks fake”. It actually looks like a real human, and how a real human would move, etc. Only the eye animation needed work in my opinion but WOW, you have it down 
thank you very much .)
to the eyes…yeah well, it was realtime, so no sss, no refraction, so the eyes were very basic looking.




