Crossing the uncanny valley WIP


#201

great results!


#202

yah great results


#203

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


#204

Maybe redo your eyes animation by hand. Because We lose the life in it


#205

messing around with Shift+D



and i was like :


#206

[vimeo]64562384[/vimeo]

[vimeo]64563659[/vimeo]

[vimeo]64565212[/vimeo]

yep, im also very eager to do some renders. and i sure will :slight_smile:



so for now im calling the mocap done
sorry about the video quality.


#207

Excellent work so far, the mocap really works as well as the head itself of course.
And I love the Shift+D ones :smiley:

It would be cool to see the last Vimeo video in several hdri lighting conditions!

Cheers
Andre


#208

yep, im also very eager to do some renders. and i sure will :slight_smile:


#209

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.


#210

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?


#211

im point constraining the joints to the locators (trackers),yes


#212

Ah, thanks so much! Been learning a ton from this project - keep up the great work.


#213

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.


#214

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.


#215

thank you.

the ramp is multiplying the alpha and thus controlling the intensity of those tiled textures


#216

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


#217

thank you :slight_smile:

yep J.Bridges in tron looked kinda awkward


#218

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)


#219

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 :smiley:


#220

thank you very much .)

to the eyes…yeah well, it was realtime, so no sss, no refraction, so the eyes were very basic looking.