Our Mission

Creatures have feelings too. Here at CREATUREFEATURES we specialize in design and realization of characters and content with personality. Be it digital content, real world models, or even cake.
Without personality your creations might as well work for the government.

First post, first creature

This is the video that started it all.
Talking Face Capture

Armed with Lightwave, NevronMotion, and XBox Kinect and a zBrush sculpt started in 2006, I thought I would give Lightwave’s new Nevron face capture a try.

Once I got over the initial learning curve, the idea of adding ‘traits’ to motion curves of morph maps seemed to sit well in my head, and after reading the docs Kinect SDK:-http://msdn.microsoft.com/en-us/library/jj130970.aspx¬†(ESPECIALLY the explanation of the animation units AU at the bottom of the page) I realized that the Kinect capture part of Nevron is basically a wrapper around the common outputs of the Kinect SDK.

With that in mind designing morph maps for use with Nevron is fairly straightforward. In zBrush using morph targets, moveTopological brush, morph brush and inflate to quickly hash out basic morph using GOZ is a breeze

The first thing was to construct a skull to use as a guide for the morphs. This was basically a sphere created in Lughtwave’s modeler that I used the new shrinkwrap tool to expand to almost touch the base mesh. I brought this into zBrush, turned on dynamesh and quickly roughed out a skull. With this in the background it was easy to see where needed more inflating to keep the volume of the face.

Written by

tranimatronic

12 Years experience in the film and computer games industries. Python developer, 3d Modeler, Animator & sometime cook. Trevor began objecting to conveniently situated monsters and bad guys from a very young age, leading to a burning desire to add personality and interest into fictional creatures wherever he goes.

1 Comments to “First post, first creature”

  1. tranimatronic admin says:

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