Snappers Facial Rig
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- เผยแพร่เมื่อ 25 พ.ค. 2014
- Snappers Facial Rig for Maya (also available for 3dsMax) + dx11 or Cg skin shader with multiple wrinkles maps + Rig Manager to handle selection and to create/save poses.
e-mail: info@snapperstech.com
facebook: / 138488292872249 - ภาพยนตร์และแอนิเมชัน
Extremely impressive rig
Impressive ...
The Blendshape, Shader and Normal map quality is outstanding! Great job!
What I love about this is the fact that his face isn't symmetrical, bumps, wrinkles, pores, all seem to be independent. Love this.
This is the best Facial Rigging that i have ever seen.
AWESOME model
AWESOME material
AWESOME skin
...
Just..... AWESOME
This person needs to be giving the world lessons on the subject! There are soo many games and 3-d movies out there that still fall pretty short in facial animations and mapping even with a human double as a reference.
Clearly a person ahead of his class.
This is impressive on so many levels, amazing work, well done.
very impressive! great character model + texture also
Words can not express how great this is. I mean I haven't seen anything like this before. And nothing like this was in avatar and in any recent games. 100^e+1000 out of ten! If only games and movies could be this good in animating and texture..
عاش يا رجالة.
لينا الفخر كمصريين انكوا عملتوا ده.
And here I thought getting my frog to walk in Blender was impressive. This is crazy.
Awesome full rig of face. I've never seen one more perfect than this!!
This is the BEST face rig I've ever seen in my life!!!! Awesome
This is just super impressive and the face is so amazingly real. I wanna learn how to make faces that good!
Very pretty. Model and textures look world-class. Your combos are working pretty well too. I'd love to see an animation using this rig. My only worry would be how Animation friendly the interface is, and what happens when you start forming complex phonemes. Also hope there is lighter version to work with, cause that geo looks heavy!
freaking incredible 5 stars! totally realistic!
Holly molly one of the best rigs i've seen so far.
As an artist who loves drawing portraits, this tool would be incredibly useful for dynamic references.
I first saw this a while ago and I was amazed then and I am still amazed. I have showed this to some of my rigger friends and they love this as well. But I don't think this would come to games anytime soon.
Incredible. Cannot wait to see this implemented.
we're crossing the uncanny valley bitches!!
Overpowered RIG man, awesome stuff!
That is freaking crazy. That's so good it should be illegal. I want to see this in a short film.
Amazing!!! Seriously you are a pro. You would easily get a job werever you wanted. As long as you do this good!!! Really awesome.
Loving those skin deformations...
Amazing work guys. Keep it up!
Those wrinkle maps are insane
incredible work, BRAVO!!!
2:09 "Whatchu talkin' bout Willis?"
What the hell are you doing here ?
Wth
Потрясающие качество работы!
My face when I saw this video 0:59
+nassim creed mine too
Best facial rig I've ever seen!
Wow! Very impressive work!
Insane rig! This is why I love my job
That is the best rig i have ever seen... just wow.
I didn't even know rigs got this good.
This is mind-blowing!
That is the most amazing rig i have ever seen.
Someone spent a whole lot of time staring at that face!
The rig is just mind blowing!
Still better looking than the CGI in The Mummy Returns.
Wow! This left me speechless.
This looks amazing!
Tiill date, this is THE BEST rig i have ever seen on internet
best rig ive seen so far
I can't stop watching this
I would love to see a wire-frame to see the topology of it. Do they have different normal maps or bump maps for the different morphs if it is a lower polycount?
Holy fuck! That's so realistic! I would love to animate his head! I wouldn't leave my computer for at least 3 days, non stop animating!
wow,amazing work
I can't believe this ! How amazing ?
Could we ever see a breakdown of this ?
Dude , jaw dropping , and every one was talking about 3d has this uncanny valley , i say wat uncanny valley
This is really amazing! Can you accomplish something like this by using stylized characters, such as anime characters or Disney style characters?
I still have yet to see a good facial rig like this one for stylized characters.
This is not art ,it is science!!!!
Just awesome work...
simply Awesome! true hardwork.
amazing bro.... no comment...
wow! great! Any details about how how much and when ca we buiy this plugin for 3ds max?
My god! Outstanding....
Awesome stuff!
Wow!
This amazing!
Wow amazing!!!!
Awesome rig.
Holy crap! awesome!!!!
This is awesome!
I am so proud of u guys JUST KEEP GOING :-D
impressionnant toutes les possibilités et très bluffant =)
BRILLIANT!!! That's what it's all about, right there. Well, if you're looking for aspiring filmmakers and artists to test the hell outta' that rig through their own ventures, sign us up to the LONG list! #CHEERS
Simply awesome...
Impressive!! damn so good!
Damn cool head model, too. But yeah, this looks extremely fun, even from an outsider's perspective.
Oh man, this looks so good. My face was like 0:59 all the way through.
Jaw dropping work! Are the wrinkles hand sculpted or part of the photogrammetry capture?
damn, this looks good
not bad. multiple wrinkles maps are great
Amazing job man! o.O
impressive rig
Great work
Just... awesome...
The future of gaming.
Very cool. Great stuff.
Epic facial rig. Damn!!
Mind Blown !! :D
A lot of wrinkle maps there, imagine how hard was to make all of them.
0:56 my face while I was watching
This is amazing! This is great in animation protect! And think if you use this tech in videogames?! next gen software
I can watch this for hours
thats just awesome
So to give wrinkles to the face just paint the wrinkles on displacement map and a driver?
WOOOOW! Awesome.
really amazing..
Amazing!
awesome dude
one word : amazing
next level!
great, kadak, tagda, zakkas, the best :)
Soo cool!!
Крутяк блин!!!! скорее бы в игры это вставили!!
impressive!
THIS LOOKS REAL!!!!
star citizen needs you!
1.- 3D-scan the facial expressions.
2.- Retopo, clean, get UV maps and texturize.
3.- Use Maya's blend shapes.
4.- Script a rig manager and program your different shapes.
5.- ???
6.- Profit.
Sounds simple, but I bet there's a ton more to it.
+HBMHD For blendshapes and possible texture blending you need exactly the same UV layout for each mesh. If you retopo each expression, that's a lot of cleanup/synchronizing work to do. Blendshapes aren't that performant, too. So a lot of stuff is done via bone rigs/expression keys etc.. I don't know much about this, but I'd guess creating the actual rigs, painting the weights and setting the whole thing up is the most complicated part. I mean, look at it, you move one controller and the whole face reacts. It's not as easy as just throwing in some lines of code, that I can promise you :D
Sebastian Ahrens If those were actual joints I'd applaud their work, but I really don't think so to be honest; but then again, retopologizing each facial expression and unwrapping the UVs sounds like a tons of work too (you could use the same texture though).
There's also the possibility that they scanned, retopologized, UV wrapped and textured a poker face and then made the facial expressions in Zbrush with reference pictures of the same actor and then exported the layers for blendshapes in Maya and finally set up the joints to act on each part of the mesh, that actually sounds much more practical than trying to create the wrinkles with weight maps.
Guess we're close, every method would work anyway lol.
Ellies face in The Last of Us is completely animated with a bone rig, about 98 joints if I remember correctly. This is much more complex of course, but I think it's the same principle. If you sculpt facial expressions in zBrush, you still end up with dozens of not-so-performant blendshapes. As for the wrinkles, I'd guess Snappers use a mixture of both mesh and blended textures. Having such wrinkle/skin detail would require a really, really dense mesh, whereas with the help of blended normal/displacement/whatever maps you can reduce the overall polycount and you're not entirely relying on the model's edgeflow.
Sebastian Ahrens Well, video games have to render in real-time, I doubt this rig was meant to be used for anything besides film-like productions in which performance is not that important due the rendering time already implied (but I'm not sure where this head rig was used in the end); in any case, you don't need a really large poly-count to get these results, the fine detail could rely on mapping and the smoothness could rely on normals; but even if it was a large poly-count, it's no longer that hard to work with, I've used blendshapes with 20k-ish poly-models for muscles on my humble Quadro M4000 and I'm pretty sure a gaming card like a GTX could handle that also (just look at this demo, everything is smooth even in viewport).
Just out of curiosity, have you tried blendshapes yourself? I don't think I've ever heard of anyone pointing out it's "not-so-performant " and I haven't had problems with it myself, so maybe I'm missing something.
blend shapes can work in games now I'm pretty sure, but using a bunch of them over a sdk joint setup would probably have a pretty big performance difference in engine.
Are these blendshapes captured through photogrammetry? Or artist manually scuplt out each expression!?