Evil he is doing two things as far as i can see.
- Blending of displacement maps which are connected to bone rotations. This is used for the eye blinking and mouth curling. The bones afect the base geo but also control a blend between different localised displacementmaps.
2.Muscle Displacement via seperate muscle objects. This is responsible for the nice neck deformation** and the illusion of sliding skin.
** Its not really a deformation as the muscles do not affect the base geo verticies. What happens is at render time via a plugin (called texturedeform) the many musle objects displace the skin independantly of the normal bone rigging. This is why say the front neck flesh can move up but the addams apple stays in place.
If i have got the wrong end of the stick please correct me Taron, but i believe that is what the situation is.
-I also wondered about the isolated displacement maps out of Zbrush, are they really in separate parts, or they cover the whole model with the exception that everywhere other than the displaced part is 50% gray…
He probably saves texture memory by doing as many displacements as he can on one head saving it out to a texture. Then uses an animated alpha map to do the blending/composition.


