I’m currently creating my main protagonist for an interactive story and I’m just wondering how to make him more beardy.
He needs some small facial hair at least, since he’s been through some serious ****.
Well. But before I start spreading lots of alphas over his cheeks. I need to know the most efficient approch for this.
No other solution comes to my mind than blendshapes.
I’m thinking about Xgening some cards over his face, making the blendshapes, and for every facial pose afecting the hair position also making a geometrical copy of the facial hair as a whole, and blendshape that as well. Then I connect the animation controler to both blendshapes. That’s the only solution I come up with right now. (in my head, haven’t tested it yet)
(This might be a tough comparison. But do you know how they made nathan drakes facial hair move with his facial expressions in game? Was it with blendshapes? Did they have bones on the face of nathan like in last of us? And again… How do you make facial hair move with the polysurface of the skin if your facial animation relies on joints like in the last of us. Joels beard in last of us obviously didn’t move with the joints…)
If you have some other suggestions I’d be totally thankfull.