Photo Scanned model using 130+ DSLR Rig, courtesy of Captured Dimensions. Images processed in Reality Capture Photogrammetry software. Post-processing and Cleanup of raw geometry in Zbrush. Reopologized and Rendered in Arnold (Maya). Geometry and color texture data extracted from photogrammetry data.
Facial Rigging
Real-time Rig using Blendshapes, captured video in Maya Viewport. Blendshapes are built from a Photogrammetry FACS scanning session. Includes FaceWare Motion Capture integration and Animated Wrinkle Maps.
Resources: ‘Stop Staring’ by Jason Osipa, provided the fundamentals on facial modeling, rigging and animation. Judd Simantov‘s lectures and workshops provided comprehensive game dev workflow.
Realtime Hair
Curled Updo Hairstyle built in Eevee (Blender 2.82) using the plugin, HairTool by Bartosz Styperek. Sitting at 64k tris after decimation. This hair piece is part of a larger project, in which I’ve been delving into new workflows and iterative R&D.