![]() 20_UnrealDynamicWrinkleSystem- In the last video we will create the same dynamic wrinkle system but in Unreal Engine.19_FaceRigPreparation- I’ll explain to you how to prepare your rig to export to Unreal Engine in order to make it painless and stress-free.18_FaceRigPuppeteeringSystem- Here we will create handy puppeteering systems that will make your animation work way more convenient.17_EyesShapeKeysAndFacialHair- I’ll teach you some tips that will make eyes animation look way more natural, and how to manage facial hair in the rig.16_EeveeDynamicWrinkleSystem- In this video, I’ll show you how to create the dynamic wrinkle system in Blender.15_VisualControlersSetup- I’ll show you how to create handy visual controllers, helpful in controlling things like letter shape keys or full expressions.14_WrinkleMapPreparation- We will prepare all the necessary wrinkle maps in photoshop.13_BonesAndDriversSetup- Here we will make shape keys to be driven by the bones.12_CorrectioveShapeKeys- I’ll show you how to sculpt corrective shape keys, to fix some of the deformations made by the bones.10-11_ImportingShapeKeys- Two videos dedicated to importing shape keys and implementing them to your rig (there’s a lot of them :D).09_BasicBoneRigging- Introduction to basic bone rigging.02-08_ShapeKeysSculpting- In this series of 7 videos, we will go through the process of sculpting all the necessary shape keys/blend shapes/morph targets for the rig.01_Introduction- Small introduction, Facial Action Coding system, and tips on organizing work.I hope you’ll find it useful and I wish you a good day! What’s inside? And how to set up the Dynamic Wrinkle system in it as well. In the end, I’ll present to you, how to prepare your rig for the export to Unreal Engine. Then I’ll show you how to make your animation work way more convenient, by creating puppeteering systems for a more intuitive animating process. Moreover, we will use high detail information made in Zbrush to create Dynamic Wrinkle System in Eevee (it works in Cycles as well). Face deformations will be made by shape keys driven by the bones. In the sculpting process I will be using ZBRUSH, but after some minor workflow adjustments you can without a problem do it in BLENDER (I show how to sculpt realistic face just in Blender in my “Realistic Face Creation in Blender” course.Īfterward, we will take all of the expressions sculpted in Zbrush and implement them to the face rig. I’ll show you how to utilize references, and give some tips and tricks on forming the face, managing stretches and sculpting important wrinkles. In the beginning, after a small introduction to Face Action Coding system and some advice on organizing the work, I will walk you through the process of sculpting the necessary expressions. In this course, I’ll present to you my workflow of creating realistic Face Rig based on shape keys. ![]()
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December 2022
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