
It's mandatory for students to understand the anatomy of a face to rig it correctly. Also the differences between types of face rigs for film and games will be covered.

The FACS system and thee Uncanny Valley and their implications to facial rigging will be explained. Key concepts such as emotion, communication, and lip sync will be discussed. Key projects highlighting facial rigs will be reviewed. I did quick post-production in Photoshop that allowed me to play a bit with the color of the image and increase the light with a lighting pass.Concepts and Theory Students will learn the current state of face rigging technology. The machine used was an i7-6567 3.3GHz, with 16GB of RAM and took about 7 hours to render the image with a resolution of 5K. To light the scene, I used a key VRayLightRect coming from the top, two VRayLightRects as rim lights, and a VRayLightSphere with a linking feature for the highlights in the eyes.įor the rendering setup, I used an irradiance map for the primary bounces and the light cache for the secondary bounces. In doing so, we aimed to achieve a fast rig with really cool deformations. This way, everything was running on a single mesh. To do so, we built multiple layers of deformations without using blend shape nodes to blend those layers together. We also tried to isolate each module of the rig (spine, head, limbs, etc.) in a way that allowed us to take advantage of Maya's Parallel Rig Evaluation.Īnother cool thing is the facial setup, where we tried to get the most of the GPU cache. Our approach was to use extra joints and deformers, but as few as possible to keep the rig calculating quickly. We decided to use this rig as an opportunity to see what we could achieve, in terms of deformations, without using corrective shapes. The rigging of the character was done by experienced riggers James do Carmo and Giovanna Liber, who explain the process: I had to use some density maps to control where the hair would be. Then I used interactive grooming tools for the eyebrows, mustache, eyelashes, and arms, which gave me a more "artistic" grooming workflow. For the hair, I used the classic XGen with the Tube Groom feature, because it allowed me to have more control of the hair's path.
#Good facial rigs for maya skin#
I like to use a Falloff map inside the sub-surface color channel to give the skin a little "velvet" aspect.įor the character's grooming, I used Maya's powerful XGen toolset. To render the character, I used V-Ray, and I used VRayBlend with a VRayFast SSS 2 material for the skin, tongue, teeth and sclera (white of the eyes), VRayBlendMtl for other pieces like clothing and the cornea, and VRayHairNext material for the hair. The main one, the diffuse map for the skin, is a mix of colors distributed using a Spray stroke type and some circular alpha brushes. I used the 3ds Max modifier, "Unwrap UVW," cutting the mesh with Convert Selection to Seams feature, then using the Pelt tool and Peel tool.Īll maps used to compose the final materials were painted in ZBrush. I made a topology that could achieve the deformations of the main facial expressions of this character (always considering exaggerated expressions) and for the body's main movements for the arms, torso, and legs.

The goal is always to avoid strange bumps when the animators deform the mesh through rigging. The topology of this character was made in Maya using a "poly-by-poly" technique.

After some proportion and style tests, I made the final shape. The "Farmer" was sculpted in ZBrush using the Dynamesh feature. Since the character is cartoon-style, I tried to simplify the shapes with simple planes, to quickly visualize the character. I like to create a solid look using sharp angles for the shapes, such as on the nose, jaw, elbows, fingers, and ears.
#Good facial rigs for maya manual#
I wanted to create a very clean character without too many clothing items, while still maintaining the look of a farmer, so this led me to put overalls on the character.įor the character's design, I wanted to create a "believable" farmer, which meant creating a strong character who does manual work that would give him big, strong muscles. Google images is the best source for this, because we can find a lot of different styles for any given subject. The first step of this project was to get several references to create a good concept and an appealing character.
