Human Progress

Thanks for the info. But can you tell me if you model the caruncle together with the main mesh or you modeled separately and the just join them together with the “Ctrl j” command to then skinned to the joints?

And i just want to mention something about the wrinkle maps. In maya i saw someone some years ago used a “Measure Distance” node attach it the mesh to drive shapes from the “distance” value from those two points that were changing dynamically according to the face expressions.

So in blender if there could be a way to attach a distance node to a couple of vertices in the mesh it could be then used to drive the wrinkle maps…

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can you share a blend file?

@ChrisJones I had to create an account to thank you, I’m 1% there on my end but your work have been such an inspiration. I’m not a 3D guy at all, all I knew was After Effects and C4D (just enought to place some models in a scene) but you got me into blender a few days ago(which is fantastic btw).

I’ve been recreating everything (Textures, details, sculpting, retoppo etc) from a pretty low res scan one of my friends gave me of him. I knew about 0% about 3D modeling a few weeks ago and your work got me to binge everything blender. I’ve started animating today, used your technique of a single bone with some weight maps for the eye, and shape keys for the blink and i’m pretty proud, here’s an excerpt (just some pretty bad Eevee rendering but it looks decent):

I might dial back the weight of the eye movement and the animation has been made in a few minutes without reference so I have a lot of room to improve, lemme know what you think !

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@fried_lemons Hopefully they can get it sorted, I’m not sure if it will help with the issue at hand but it could open the door to some other interesting possibilities.

@yolao The caruncle was just modelled directly into the main mesh back when it was still in Lightwave.

If the Distance node can be used on vertices as you suggest, then it might be possible to construct a tension map from scratch… which would be pretty arduous and could result in an epic node tree, but it’s the best lead I have so far. :+1:

Thanks @Leo_Mozoloa - that’s pretty impressive for someone that only just got started… you’ll have overtaken me within a month at this rate!

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You have some great artistry going on. Would you ever consider doing a whole 3D movie? If you haven’t already?

Thanks, I’ve done a couple of short ones…

Based on those a feature length would be completely out of the question, unless some radical technology comes along that lets me “think” it into being, or someone hands me a studio (and even then I’d have reservations).

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how da fuq you made the string short film tho?

Hey guys and @ChrisJones,

I was wondering if it’s possible and SIMPLE to transfer the pose from the Universal Human to a character that was rigged by mixamo? That would bridge the gap I have with a fully textured and clothed character and the need to make that character into a custom pose. (I dont like using DAZ for that matter)

The best music visualization I’ve seen -and I’m not easily impressed! :+1:

@MichaelBenDavid Predominantly spectrograms, displacement maps, instancing, particles, procedurals and pain.

@dream3 Possibly possible, but I haven’t used Mixamo so I’m not qualified to answer about simplicity. I’m also unclear about the objective… do you want to attach the U.H. to a Mixamo rig, or vice versa?

@dllb Ta!

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Yes, attach the UH rig to other rigged characters. From what I see in the videos one of the advantages of UH is the ease of posing, no? So I would like to use it to make a variety of poses and then transfer those to another rigged model which is in T-pose, for example

I imagine transferring coordinates from one rig to another would be rather unsimple, as the two rigs would need to have the exact same hierarchy, constraints etc.

However, somebody successfully imported the rig and mesh into UE4 (with some effort), and I was surprised at how much of the data transferred intact. So perhaps I’m being too pessimistic… but still I’d be inclined towards “not simple”.

Can you describe the process for doing it with DAZ? Maybe that will provide some clues.

wow, that animation must have taken some time to be done…i need you ask me something again about the eyes warping, do you add the warp modifier in the eyelids right and with a vertex group to limit that? and what else modifier you add after in the eyes or/and the eyelids? also asking again, how you make the caruncle follow the eyes (like kinda warping too) is the caruncle attach in the eyes mesh or separate object? and give me some quick procedure please, i have read old posts but i didnt really understand them very much yet (except for nodes for the shading btw)

I happen to be that i did it today with the eyes. You need two emptys one of them is inside the eye and the other is where the bulg of the eye is. You add the warp modifer below a subsurf to give it enough geometry to work with.

You want it to to push the eyelid out so in the modifer you select the empty inside the eye as the from and to is the cornea empyt near the bulg of the eye. No vertex group just a matter of tweaking the settings. I have real life sizes of the head so the numbers are in centimeter…

The other modifers are hair and armature stuff…

You should have no problem with the caruncle because its part of the main body mesh? or do you mean the white gloss strip?

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May i ask how you bend the fingers so nicely? I can only come up with a controller that bends all fingers together and not in a row. Or is this hand animated?

I have to say it again the skin material you made is just flawless… Looks so good…

add like 3 edge loops in the bending area, if you are using surf sub will be more better too.

thanks!..

actually i want to know also that ,how the tear meniscus moves around the eye and eye lids…

They’re animated in an action, and the bones have action constraints targeting the control for each finger.

It’s part of the same object and uses the same weights as the eyelids.

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Looks like Multires still isn’t quite ready for prime time…

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