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inspiration [2020/09/03 16:07] paguirreinspiration [2020/09/03 17:42] (current) paguirre
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 They used two different rig hierarchies. One for the body the other for the head. They used two different rig hierarchies. One for the body the other for the head.
  
-Body Rig: -> Classical full body game rig. Skin weights up to the torso. +==Body Rig==  
-             Corrective blendsahapes for the hands and the back. +Classical full body game rig. Skin weights up to the torso. 
-Head Rig: -> Combination of Joint hierarchy and over 200 Blendshapes.+Corrective blendshapes for the hands and the back. 
 + 
 +==Head Rig== 
 +Combination of Joint hierarchy and over 200 Blendshapes.
  
 === Model === === Model ===
  
-Non-deforming body parts like the gum don't have an optimized topology.   +Non-deforming body parts like the gum don't have an optimized topology.
  
-All the hair consists of cards. Hair is exported as a separated object and is not part of the head mesh. It's attachment to the deforming mesh happens in Unity. +All the hair consists of cards. Hair is exported as a separated object and is not part of the head mesh. It's attachment to the deforming mesh happens in Unity.
  
 ==== Unity Files ==== ==== Unity Files ====
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 === Attachment Tools === === Attachment Tools ===
  
-The Unity Team developed a set of very useful tools to attach elements to a deforming mesh in realtime. +The Unity Team developed a set of very useful tools to attach elements to a deforming mesh in realtime. You can implement those tools in your own project by getting them [[https://github.com/Unity-Technologies/com.unity.demoteam.digital-human| here]].  
-You can implement those tools in your own project by getting them [[https://github.com/Unity-Technologies/com.unity.demoteam.digital-human | here]]. + 
-First an empty dataset is created. +First an empty dataset is created in the Assets Window. (right click -> Digital Human -> skin attachment data ) 
 + 
 +Then in the outliner you select the object you want to have attached to the deforming mesh. 
 +Add a 'Skin Attachment Target'-Script to it's Inspector and specify the dataset you just added. 
 + 
 +Select the mesh driving the deformation, add a 'Skin Attachment'-Script to its inspector and specify the targets. (This only works if you insert the script after the 'Skinned Mesh Renderer'/'Mesh Renderer'
 + 
 +Go back to the inspector of the target and fill in the dataset with the required mesh information.  
 + 
 +As for now these tools only work with meshes being deformed by the GPU.
  
  
 === Shading & Rendering === === Shading & Rendering ===
  
-==== Links =====+The skin and eyes are using a dedicated shader connected to a set of dedicated scripts.
  
 +The eyes can easily be customized to fit the needs of the required reference model.  
  
 +We're still looking into the skin shader, particularly the system they applied to blend 82 different textures based on the faceshape.
  
 +
 +==== Links ====
 +
 +For further insight into this project, please refer to these links:
 +
 +=== Readings ===
 +[[ https://blogs.unity3d.com/2020/06/10/making-of-the-heretic-digital-human-character-gawain/ | Blog with emphasis on artistic aspects]]
 +
 +[[https://blogs.unity3d.com/2020/07/10/making-of-the-heretic-digital-human-tech-package/ | Blog with emphasis on the technical aspects]]
 +
 +=== Code and Material ===
 +[[https://github.com/Unity-Technologies/com.unity.demoteam.digital-human.sample | Unity Digital Human Assets]]
 +
 +[[https://github.com/Unity-Technologies/com.unity.demoteam.digital-human | Unity Digital Human Tools]]
 + 
  
 ===== RealTime PreViz ===== ===== RealTime PreViz =====
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   * 2017 [[https://www.youtube.com/watch?v=QzppfCSJodY|Dynamic Projection Mapping]]   * 2017 [[https://www.youtube.com/watch?v=QzppfCSJodY|Dynamic Projection Mapping]]
- 
  
 ====== Technology ====== ====== Technology ======
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   * [[http://stillerstudios.com/|Stiller Studios]]   * [[http://stillerstudios.com/|Stiller Studios]]
   * [[https://meowwolf.com/|Meow Wolf]]   * [[https://meowwolf.com/|Meow Wolf]]
- 
  
 ====== Volumetric ====== ====== Volumetric ======
  
   *  [[https://newsroom.intel.com/tag/intel-studios/|Intel Studio]]   *  [[https://newsroom.intel.com/tag/intel-studios/|Intel Studio]]
 +
 +
inspiration.1599142062.txt.gz · Last modified: 2020/09/03 16:07 by paguirre