Sunday, February 21, 2010
Finished hooking up the face controls and the initial weighitng pass. After posing this guy, some problems became apparent in both the weighting and the mesh. I know my poor lighting job doesn't make it clear, but the upper eyelids are a bit lumpy in the area that leads up to the brows. The shape of the nose gets muddied up when I lift the nostril. I'm pretty happy with the mouth. The corners of the lips need some work but i'm liking the center of the lips are working out.
I'm trying to avoid correcting things with Blendshapes as much as possible for two reasons: I want this setup to be able to work in a game pipeline, where we are all joint driven, and this character has been an exercise in learning to model for deformation. I want the Rig and the Topology to carry the deformation and only use Blendshapes to augment, instead of correct.
Feedback is always welcome in the comments or you can email it to me as well. This is certainly a good learning experience for me.