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"Realistic" Face Rig #3

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Here is a breakdown of the lighting passes for the final animation
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Initial Key light, with the stripes on it to make the window-ey blinds effect. (The only light casting shadows)
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A Fill light so that you can still see somewhat in the dark stripes.
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A Fill light to the side, to keep him from looking like he's coming out of the darkness.
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A Back Fill light to create a partial Rim Light and to fake bounce that might come from his surroundings.
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Cooled off the left side of his face in After Effects.
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Added another Rim light in After Effects.
All the lights broken down in a video
The final product
As I said before this was a lot of fun to do, I learned a tremendous amount about rigging and subtle animation and I'm looking forward to applying those newfound learnings into my next projects.
-Campy 
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"Realistic" Face Rig #1

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I don't like admitting it, but my reel is sorely missing some "Realism" (I use quotes, cause it's still gonna be somewhat stylized, despite what it's called.) Since I also need some new dialog, I decided to do a "realistic" face. I found a great model on TurboSquid and I set out to learn more about rigging in the process. What started as a simple idea got bigger and bigger. Eventually I got to the point of unwrapping & texturing the head while learning about SSS sharers. Finally I think I'm ready to start animating, but here are some screen caps of the work I've done on it.

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My original bone structure for the head (I started with the misguided notion I would be able to drive the entire mouth with a spline.)
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I also decided to try using more "Intuitive" controllers by putting them on the face, instead of using sliders.
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After discovering the wire deformer wasn't going to cut it and I needed to use bones, I wrote out all the weights I wanted for each vertex.
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Nearing completion of the base head joint weights he begins to look like a Juggalo (Not that there's anything wrong with that.)
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"Completed" face rig, although as I write this I realize I forgot to add a controller for his Adam's apple and his three tongue controllers.
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First pass at the texture, went way overboard on the scattering.
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After getting advice from friends I toned back the scattering (Ended up painting maps for each level) and cooled down his face a bit.
So, that's where I'm at, I throw those last controllers on there and then start animating this weekend, if all goes well I'll have some blocking to post next week.
-Campy
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    This is a Plog. A blog for progress work.

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Campion J. Kirkham | Technical Artist & Animator | campion.kirkham@gmail.com
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