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inspiration [2020/09/03 16:47] paguirreinspiration [2020/09/03 17:42] (current) paguirre
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 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' ) 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 mit the requiered mesh information. +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. As for now these tools only work with meshes being deformed by the GPU.
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 === Shading & Rendering === === Shading & Rendering ===
 +
 +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 ==== ==== 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 =====
inspiration.1599144445.txt.gz · Last modified: 2020/09/03 16:47 by paguirre