That tutorial course was originally born out of collected knowledge from previous Open Movies such as Spring.īut since the features and workflows of realistic character creation are not as easy to follow and use, we decided to leave this in its current format until another time. The original intent was to turn this documentation into a full tutorial series similar to the Stylized Character Workflow. The main topic will also be on the sculpting and modeling process for animation, instead of the whole workflow of texturing, shading, grooming, rigging and animation. Choose the final shape of the UV packing between Exact Shape (Concave), Convex Hull, or Bounding Box, giving layouts that use available space depending the geometry. Pack Islands in Blender 3.5 (default values) Pack Islands in Blender 3.6 LTS (default values) Shapeshift. It will not go into detail like other tutorials on this platform. On many real world cases, efficiency of the layout has also been increased. This documentation is focused on advanced techniques and general advice that was learned during production. This documentation will remain more generalised to apply to other characters outside of that production as well. Based on actual movie productionĪll the content is closely tied to Project Heist and will often use it as a visual reference. ![]() ![]() ![]() Poly count (before subdivision): body: 5,492 faces (quads) eyeballs: 644 faces (quads) each Topology optimised for animation and posing edge loops follow wrinkles and muscular direction where possible, without compromising deformation quality. This section was mostly compiled from previous work and research from the Blender Studio. 2 UV map variants: full body, and face-focused Lightweight mesh for responsive performance. In this documentation we share all the current research and workflow techniques on creating highly realistic human characters in Blender.
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