inspiration
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| inspiration [2020/09/03 16:07] – paguirre | inspiration [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== | 
| - |  | + | Classical full body game rig. Skin weights up to the torso. | 
| - | Head Rig: -> Combination of Joint hierarchy and over 200 Blendshapes. | + | Corrective | 
| + | |||
| + | ==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:// | 
| - | You can implement those tools in your own project by getting them [[https:// | + | |
| - | First an empty dataset is created. | + | First an empty dataset is created | 
| + | |||
| + | Then in the outliner you select the object you want to have attached to the deforming mesh. | ||
| + | Add a 'Skin Attachment Target' | ||
| + | |||
| + | Select the mesh driving the deformation, | ||
| + | |||
| + | 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:// | ||
| + | |||
| + | [[https:// | ||
| + | |||
| + | === Code and Material === | ||
| + | [[https:// | ||
| + | |||
| + | [[https:// | ||
| + | |||
| ===== RealTime PreViz ===== | ===== RealTime PreViz ===== | ||
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| * 2017 [[https:// | * 2017 [[https:// | ||
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| ====== Technology ====== | ====== Technology ====== | ||
| Line 127: | Line 155: | ||
| * [[http:// | * [[http:// | ||
| * [[https:// | * [[https:// | ||
| - | |||
| ====== Volumetric ====== | ====== Volumetric ====== | ||
| *  [[https:// | *  [[https:// | ||
| + | |||
| + | |||
inspiration.1599142062.txt.gz · Last modified:  by paguirre
                
                