I was responsible for all the facial shapes for Concord, and any facial tech needed to get animation out to shaders in Unreal. I used metahuman to establish the base shapes and created a workflow so that we could art direct facial expressions and extract individual components for the blendshapes. When I first began working on the project my timeline was 3 weeks which included working with Sony’s Visual Ars group to QA the rig. Toward the end of the project, I was able to get the total time down to 1 week for human like characters. This was achieved through some python scripting where I had automated a large part of the expression tuning and extraction. All roms seen here have bespoke blendshape libraries tailored specifically for each character. Even though I spent some time polishing the animations for this post, since they are sharing the same rom, some roms are a bit better than others.
Other tasks I was responsible for were creating the shading networks in Maya so that animators could visualize animations that were to be driven by shaders in unreal. I was also responsible for Unreal Shader logic for wrinkle maps which were based off logic developed by the Metahuman team.
Thanks Mack Kade for the great thumbnail idea!
• Character Faces
o Lennox Face | 3d artists: Will Patrick (Concept sculpt and base forms) | Brad Shortt (Polish and texture, and shaders)
o StarChild Face | 3d artists: Brad Shortt (Look dev and base forms) | Chris Coleman (Polish, textures and materials and hair work)
o Itzy Face | 3d artists: Mackenzie Kade
o Jabali Face | 3d artists: Lorraine Howard III
o Emari Face | 3d Artists: Fiona Ng, Alsu Rakhimova (Hair)
o Haymar Face | 3d artists: Chris Bennett
o Daveers Face | 3d artists: Jason Ahn, Brad Shortt, Chris Bennett
o Lark Face | 3d artists: Chris Bennett
o Daw Face | 3d artists: Cheyne Hessler, Brad Shortt, Mackenzie Kade (Hair) Chris Bennett (Hair)
o Duchess Face | 3d artists: Lorraine Howard III
o Teo Face | 3d artists: Chris Bennett
o Bazz Face | 3d artists: Jared Chavez
o Vale Face | 3d artists: Alsu Rakhimova, Brad Shortt, Lorraine Howard III
• One-Off Model: Konrad Honey
• Face Rig and pipeline – Sean Nolan (Base facial rig) | Henri Tan (One Off rigging) | Rucha Muley (Kyps Rigging)
• Animation Rom – Sony Visual Arts Group
https://www.artstation.com/mackenzie_kade
https://www.artstation.com/normalized
https://www.artstation.com/bennettchris
https://www.artstation.com/jchavez21
https://www.artstation.com/loraine_howard_iii
https://www.artstation.com/gruntpunch
https://www.artstation.com/fiona-ng
https://www.artstation.com/artdungeon
https://www.artstation.com/artistwill
https://www.artstation.com/konradsilver
Greyscale at the end of rom
Emari, Lennox, Daveers and Star Child (credits in description)
Greyscale at the end of rom
Bazz, Vale and Teo (credits in description)
Greyscale at the end of rom
Itzy, Lark and Daw (credits in description)
Greyscale at the end of rom
Haymar, Jabali and Duchess (credits in description)
Early look dev for Roms and how to make variants using the same shape libraries
Wrinkle Map Shader Look dev in Ue
Wrinkle map look dev with debug
Wrinkle maps with debug live in menus.
Tongue Rig Look Dev. Turn the audio up!
One off Rig done by Henri Tan. Model done by Konrad Honey and eye textures done by Kyle Rau.
Eye textures done by Zach Gainer.