Recently I travel a lot so I do not have much time but hopefully it will change soon. This is another morphing face test.
Base model plus one blendshape, no skeletal animation. His name is Dagon. Enjoy!
Hi, here is my new work, a case study of mixing morph animation and skeletal animation. I mainly focused on tongue and lips movement. Of course this is my first attempt so please excuse if its a bit rough. Enjoy!
After many weeks alone in vancouver I got really bored after work (even learned to lie and read a book... never got to this level before), so I decided to do something useful with the time. I baked my laptop red hot and in a few days I was able to render this here zombie PONY hehe
Too bad my laptop is soo slow, tweaking animation takes too long so I am stopping here. Hope you like
"Izabela Zelmańska is a real hero for me. She bravely uses real-time rendering, she's not against 3d-capture tech, she works 10 jobs and still pushes out amazing results. Here she talks a little about her production and approach to character building."
Hi! We have finally started working on FACS-based face animation. These are just humble beginings but I will share what we have so far anyway:)
We've scanned 23 aligned expressions. These are first RAW scans from newly tweaked/calibrated 24DSLR rig, without any cleanup, baked displacement etc. We are retargeting them in Zbrush now and will keep you posted when we move to next phase - animation tests:)
Hi, I've done another short morph animation in Unreal Engine 4. This is medium res mesh with three textures (resolutions 512, 2048 and 4096) and two morph targets. I realy need to start adding some head movement animation ;/
Hi! I recently broke my arm but that only slowed me down for a little while :) I am now able to go back to my personal projects - this time I went for a bit of creepy fantasy, dead girl in a forest, nature taking over.
Hi, we have recently upgraded our rig with another eight cameras :) This is our first quick fun with all 24 of them to test the quality and also compare reconstruction quality between Photoscan and RealityCapture :) Rig is not perfectly calibrated yet, there's no decent white background and don't get me started on the cable-spaghetti, but we'll get there :) RAW scans below.
I merged all recent face scans (16 expressions) with full head geometry, aligned and put together in this little GIF. All pretty raw still.Next up, some more cleanup and creating morph targets!
Lately I have been doing a bit of design research for our new game and I promised myself that this time I would do something less dark and creepy, but thats just not working out, I should stop fooling myslef that I am capable of designing cute things hehe. I took inspiration in many movies, animations and characters. One in particular that stuck in my head was 'Artificial Love 2' art made by Grzesiek Wróblewski. What moved me was the notion of machine/human hybrid getting rid of its own heart, deeming it irrelevant organ. Grzegorz Wróblewski: https://www.facebook.com/GrzesiekWroblewski/ https://www.behance.net/grzesiekwroblewski
What A Lovely Day! :) Our first realtime facial animation test in Unreal 4 based on photogrammetry data from our home rig. Design based loosely on Mad Max War Boys.
Instead of doing what regular couples do, we went crazy and built our own photogrammetry rig at home. After capturing every facial expression known to man (and then some!), we are now researching ways of making it all work in realtime. Still long way ahead of us but we'll get there! Stay tuned
What a year for photogrammetry and what a year for us! We provided scanning services for two separate Bafta winners this year! First it was Bafta Best Innovation award for game The Vanishing Of Ethan Carter, and now Television Craft Award for BBC Winter Olympics spot!