Wow, this is exactly the tutorial I have been searching for, for a while now. I'm not the best at animating faces so I've been using an addon that imports facial morphs. They never look convincing, though, because they're lacking facial wrinkles. This is just what I need to fix that issue! Thanks so much for the tutorial.
Thanks for the demo and providing the tension map. Question if i may; can you please explain with a little more detail why you duplicated the character? Thanks.
A side note, simply overlaying another normal map with the base normal map fades out the details greatly. The extra normal map needs to have a little bit of math added to it to properly make them work. I've got an automatic script that does the math properly on Photoshop that is, if I recall, is based on the normal map combine system from Substance Painter, but I don't have a clue how to translate it over to the node editor, but I suppose it could be possible to be made.
This is really cool! How do we find or create the wrinkle maps themselves? I suppose maybe we'd sculpt a basemesh with wrinkles and compression and bake that out to a normal or a displacement map or something to use the tension map mask on? Maybe axis stretched voronoi procedural texture is good enough for simple joints like the elbow and such, and the face might require more work? Trying to work out how to apply this to my own work. Thanks!
Hi, Yes a proper wrinkle map can be created with sculpting a base mesh, in case of blender, multiresolution modifier works best. For other procedural generic wrinkle, here is an asset, should be easy to made with voronoi: th-cam.com/video/3jqhZ7q8vdU/w-d-xo.html Or this, to make bump to normal: th-cam.com/video/v07SW5_ik3E/w-d-xo.html
Could not get this to work using the same character from CC4. Do I need to complete the shader? Currently I am only using the diffuse and normal maps. Do i need to build the complete shader as you have in this demo? Using the roughness micro normal etc..?
Hey there, Amazing stuff you did there. I played a little with it and think that there are clear limitations. I found out, as a newbie regarding wrinkles, that we need to have a X axis compress and a Y axis compress map. So these maps need to consider the direction they are pulled to. Otherwise you run into problems where the frowning eyebrows also activate nose scrunch e.g. You know what I mean? Maybe you already thought about it, but I just wanted to mention it. Either way, fantastic work !
Hi, thanks for the comment. I think you are talking about stretch and compress together may be? frowning should activate compress map(red) at nose bridge and also activate stretch map(green) at forehead. May be you can post an issue on github? So that I can look into it? thanks. Here is a demo using both stretch and compress BTW: th-cam.com/video/kjmAXqpP5tc/w-d-xo.html
@@cgvirus I have also a rendered Video that I can show you to better Highlight my thoughts. It’s not Stretch and Compress I am Talking about but different compress maps. But more on that via github and Video.
Thanks for the node. But for me is not rendering in the final render with Eevee and all is check in the geometry node modifier...EDIT: is working great now!!
a proper wrinkle map can be created with sculpting a base mesh, in case of blender, multiresolution modifier works best. For other procedural generic wrinkle, here is an asset, should be easy to made with voronoi: th-cam.com/video/3jqhZ7q8vdU/w-d-xo.html Or this, to make bump to normal: th-cam.com/video/v07SW5_ik3E/w-d-xo.html
@@cgvirus i had displacment map on character. When i deleted disp map it get better but its not yet like your model. maybe my wrinkles map has problems . But thanks for your answer and amazing tutorials.
@@erfanborna5 my pleasure. This tension map is basically a mask (black and white) which can be used with displacement as well with mix node. instead of overlay use mix in the mix node 08:41
UPDATE: th-cam.com/video/hJfpxi9KTqE/w-d-xo.htmlfeature=shared
awesome ! now the wrinkle system is more accessible . kudos to the creator
Wow, this is exactly the tutorial I have been searching for, for a while now. I'm not the best at animating faces so I've been using an addon that imports facial morphs. They never look convincing, though, because they're lacking facial wrinkles. This is just what I need to fix that issue! Thanks so much for the tutorial.
tension map good for any animation-cleaning too , not just wrinkles. like connecting smooth modifier per tension
can you share any info on how you created your compress normal map? Presumably you'd need one for each character with this method?
Amazing tutorial. How would I export this into a game engine like Unreal engine?
Cool stuff, this can be very useful!
This is exactly what I was looking for, thank you!
Thanks for the demo and providing the tension map. Question if i may; can you please explain with a little more detail why you duplicated the character? Thanks.
why when I used a normal map, it becomes black like a shadow
A side note, simply overlaying another normal map with the base normal map fades out the details greatly. The extra normal map needs to have a little bit of math added to it to properly make them work. I've got an automatic script that does the math properly on Photoshop that is, if I recall, is based on the normal map combine system from Substance Painter, but I don't have a clue how to translate it over to the node editor, but I suppose it could be possible to be made.
How will i get the wrinkled normal map for the face?
Where did u get the character from?
This is really cool! How do we find or create the wrinkle maps themselves? I suppose maybe we'd sculpt a basemesh with wrinkles and compression and bake that out to a normal or a displacement map or something to use the tension map mask on? Maybe axis stretched voronoi procedural texture is good enough for simple joints like the elbow and such, and the face might require more work? Trying to work out how to apply this to my own work. Thanks!
Hi, Yes a proper wrinkle map can be created with sculpting a base mesh, in case of blender, multiresolution modifier works best.
For other procedural generic wrinkle, here is an asset, should be easy to made with voronoi:
th-cam.com/video/3jqhZ7q8vdU/w-d-xo.html
Or this, to make bump to normal:
th-cam.com/video/v07SW5_ik3E/w-d-xo.html
This is incredible cool !
Man I love you :) Thanks for that!!
Could not get this to work using the same character from CC4. Do I need to complete the shader? Currently I am only using the diffuse and normal maps. Do i need to build the complete shader as you have in this demo? Using the roughness micro normal etc..?
I figured it out.
Hey there, Amazing stuff you did there. I played a little with it and think that there are clear limitations. I found out, as a newbie regarding wrinkles, that we need to have a X axis compress and a Y axis compress map. So these maps need to consider the direction they are pulled to. Otherwise you run into problems where the frowning eyebrows also activate nose scrunch e.g.
You know what I mean? Maybe you already thought about it, but I just wanted to mention it.
Either way, fantastic work !
Hi, thanks for the comment. I think you are talking about stretch and compress together may be? frowning should activate compress map(red) at nose bridge and also activate stretch map(green) at forehead. May be you can post an issue on github? So that I can look into it? thanks.
Here is a demo using both stretch and compress BTW: th-cam.com/video/kjmAXqpP5tc/w-d-xo.html
@@cgvirus I have also a rendered Video that I can show you to better Highlight my thoughts. It’s not Stretch and Compress I am Talking about but different compress maps. But more on that via github and Video.
Softbody is very frozen Can Geometry nodes do something about characters soft and jiggles simulation?
Lattice has Softbody physics and they are very fast. Next i will test it on my Character
hey bro is it possible to make a Natron 3d camera tracker compatible with blender
Although off topic, Currently possible through nuke export chan plugin in blender and using a card3d node in natron.
render on cycles wont work...why is that_
Thafact that it needs a full copy is already perhaps a problem. This make make scene explode in terms of geometry
Cant the data be stored in a different manner. I saw about the same apprioach, it also used a copy.
Updated.
th-cam.com/video/hJfpxi9KTqE/w-d-xo.htmlfeature=shared
Thanks for the node. But for me is not rendering in the final render with Eevee and all is check in the geometry node modifier...EDIT: is working great now!!
replied in BA forum
@@cgvirus Is working perfect now, thanks.
Did it work with cycles?
Excellent!!!!!
Do you speed up video?
How did you made wrinkles map?
a proper wrinkle map can be created with sculpting a base mesh, in case of blender, multiresolution modifier works best.
For other procedural generic wrinkle, here is an asset, should be easy to made with voronoi:
th-cam.com/video/3jqhZ7q8vdU/w-d-xo.html
Or this, to make bump to normal:
th-cam.com/video/v07SW5_ik3E/w-d-xo.html
sweet!
amazing!! please drink a glass of water tho, the dry smacking is drinving me crazy
It dosent work in cycles engine
Hi working perfectly fine in Cycle. Just checked it. If you have a sample to check, be sure to open a issue in git. thanks. I am not active in YT.
@@cgvirus i had displacment map on character. When i deleted disp map it get better but its not yet like your model. maybe my wrinkles map has problems . But thanks for your answer and amazing tutorials.
@@erfanborna5 my pleasure. This tension map is basically a mask (black and white) which can be used with displacement as well with mix node. instead of overlay use mix in the mix node 08:41
How is this a year old? I've been looking everywhere for this.
Does it only works with shape key?