One of those mask controls the ears, I could easily tone the roughness or transculency back up.
Thanks! I was using a translucency map to tell the subsurface where to be more relevant, but I also have several mask that controls parts of the face independently. Faceshifts tech can make online avatars more human-like Apple has acquired a company called Faceshift that creates motion capture technology used in the new Star Wars movie, a report says. As for the eyes, I really loved how the pupils contracted after a blink, thats hard to see around in many works… need a little bit of work on the moisture at them, they look a bit dry, besides the specular visible there… I really believe you will achieve what you want soon! Keep going and I hope see your work end results! I loved the model, I would like to see another video with the main light moving around the head… because it looks like you are not using a mask to tell where subsurface will be more relevant (maybe you are using, but cant tell by the light position) as the ears looks too much solid look. I was surprised that the engine handles it pretty well, running at 50-60fps at 1080p, and bare in mind that is a very high poly model because is a test intended for cinematic quality, also have complex shaders and some textures are even 8k! To see if a real time solution could compete with pre-render quality. One of the main goals while planning this test was not only to show quality, but to know how the engine would manage to handle a complex model. I was in charge of making the UVs, all the texturing, materials, secondary blenshapes, re-rigging the whole thing for game engine, lighting, mocap setup and animation. I want to thank David Marmor for the base model and blenshapes, and Baongoc Vu for letting me use and tweak his eye material.
#FACESHIFT MOTION CAPTURE FREE#
If you want to know more about my future projects, feel free to add/follow me at: Redirecting. Hello Unreal developers! I´m developing an in-game cinematic trailer for my own IP, so I created this test that has nothing to do with the story of the project, but a lot with the quality I´m trying to achieve! This is markerless motion-capture, then rendered inside Unreal Engine 4.