detbear Posted April 22, 2015 Share Posted April 22, 2015 Hey Guys, So I'm wondering if anyone has ever constructed an eye/ lid/ cheek/ brow setup where the lids move with the eyes. Something like in this link: https://www.youtube.com/watch?v=TAZIvyAJfeM Would really like to find out if anyone has setup something similiar. Or if not....Any help in this direction would be awesome. Thanks and cheers, William Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted April 22, 2015 Hash Fellow Share Posted April 22, 2015 It can be done. I see that as a smart skin relationship that is based on the rotation of the eye. But you'd have to be that damn close to the eye for it to be noticeable. Quote Link to comment Share on other sites More sharing options...
*A:M User* Shelton Posted April 22, 2015 *A:M User* Share Posted April 22, 2015 David's face rig does. But i will let David talk about that. His eyelids move with the eyes. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted April 22, 2015 Hash Fellow Share Posted April 22, 2015 I'll note that for the outward bulge of the lens against the eyelid to work, we'd need to model eyelids with more patches than we typically do. Edit... some more thinking out loud.... the bulge of the eyelids may best be done with a surface constraint.. Quote Link to comment Share on other sites More sharing options...
itsjustme Posted April 22, 2015 Share Posted April 22, 2015 I like Chris Jones' work a lot. He made my favorite short by an individual, "The Passenger" ( https://www.youtube.com/watch?v=OGW0aQSgyxQ ) The Squetch Rig's eyes have a lot that can be done...here's a quick video of a few things. I was in the process of making a video for all of the FACE controls when the flood hit (I'll get back to that when I can upgrade my laptop). As far as the bulge with the eyelids closed, cloth might do the trick. The eyelids will move with the eye when they are closed in Squetchy Sam, but the bulge would require a little tweaking. Hope that helps. eye_example_04_22_2015.mp4 Quote Link to comment Share on other sites More sharing options...
detbear Posted April 22, 2015 Author Share Posted April 22, 2015 I think also, Chris uses "driven" textures to achieve some of that. This is probably the best example of a face I've seen anywhere. Other than the "Snappers" face rig. In my opinion A:M should be able to do this ver well. The only difference is not being able to easily subdivide areas into heavier mesh. BUT A:Ms toolset should be able to produce something fantastic. The skin weighting and other secondary reactions would take some serious doings. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted April 22, 2015 Hash Fellow Share Posted April 22, 2015 Ideally one could use a Projection map to create Displacement for the bulge on the eyelid because, unlike a decal, projection maps can be animated to change position across a mesh. However, Displacement is not a choice for Type in Projection maps. Quote Link to comment Share on other sites More sharing options...
detbear Posted April 22, 2015 Author Share Posted April 22, 2015 On the Newtek forums, Chris has a page dedicated to the process he used. I haven't really looked at it. But apart from the geometry, he does utilize moving texture images to get some of the ultra realistic results. I think he used sculptris to make rinkles and such. Then he converted those into deform maps. Quote Link to comment Share on other sites More sharing options...
detbear Posted April 22, 2015 Author Share Posted April 22, 2015 Wrinkle stuff in his rig shown somewhat here: https://www.youtube.com/watch?v=PNiuRnisK98 Quote Link to comment Share on other sites More sharing options...
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