Scroll down to see the stages of development. Scroll to end to view the result of the stage 1 deliverable.
In this stage we develop Molly’s neutral head scan. We start with a neutral scan and remove the hair.
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Next the scan is cleaned. Hair and eyes are removed. High frequency skin detail is applied. The topology is optimized for facial animation.
High-res neutral head, cleaned.
Next, the texture work begins. The scanned texture is cleaned and we go though a process of “de-lighting” where specular highlights and shadow detail is removed. This is so that the avatar’s skin will react naturally to dynamic lighting in the realtime environment.
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Specular maps are applied and tested separately.
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Eyes and teeth are created as separate geometry and textured individually. Eyebrows and eyelashes are digitally “grown” based on reference photography.
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Next, spec and gloss maps are checked with eyes, along with subsurface skin maps which are needed to produce realistic skin rendering. Note the light scattering in the ear when backlit.
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For the hair, we brought in a hair model to create a style based on reference photography.
The hair model was then scanned and the result was merged with the Molly head.
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Next, we grow CG hair strands that cover the scanned hair. This creates more realistic hair rendering.
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When all the maps are in, it’s rendered in engine and and tested in a variety of lighting conditions.
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Finally all the assets are rendered together in real-time using Unreal environment.
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