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    #16
    Originally posted by The_Distiller View Post
    Boruki Since this is a specific issue I'd suggest you open a new thread and we take the conversation there.
    Done.

    But just to re-iterate - amazing work! Also congrats on being featured on the launcher - well deserved.

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      #17
      Thanks dude!
      ArtStation - Portfolio

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        #18
        Does this have a full body mesh, or is it just the head? Will this be available for purchase on the market place?

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          #19
          It's just the head and not intended for sale, sorry.
          ArtStation - Portfolio

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            #20
            Do you use transparent shading model for facial hair rendering? For my case, it will be flickering when using masked opacity, or get some shadowing issue when using transparent mode.

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              #21
              I'm using the new hair and fur system with an opaque hair material for all the facial and main hair. It provides far better results than traditional cards or polygon strands.
              ArtStation - Portfolio

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                #22
                WoW , very nice work.

                Question :
                If you would do a facial animation with that Character and you want to push the eyebrows up , would it be possible , because hair groom is constraint to bones and not to polygons ( and I guess you parented to the head bone) ?
                The face must have a bones rig , right ? Or is there a work around ?

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                  #23
                  Thx!

                  As for facial animation: It's not just a bone constraint, the system actually transfers skinning from both bones and blend shapes. Works really well.

                  From the docs: "enable Bind Groom to Skeletal Mesh, this setting enables skinning information to be transferred from the target Skeletal Mesh onto the Groom."
                  ArtStation - Portfolio

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                    #24
                    Supercool , thank you very much for that information , i didn't know that !

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