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3: Expression Testing
Dec. 2nd, 2019info License: CC-BY
In this video we will wrap up the expresison tests by adding some additional asymmetry with shapekeys and a simple rig setup.
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My few facial tests. This part was really annoying because of broken multires but after Julien helped me it came much more enjoyable. I haven't polished my tests as Julien done on Rain but I am still very pleased with results. I tried with bones but when I try parent with automatic weights the whole head was moving and I didn't know how to fix it.
Thank you Julien
Hi, the tutorials in this Stylized character series are just simply awesome. Really professional! I'm so curious and eager to see the rest of the tutorials that are TBA. Any estimated time arrival (ETA) for these?
*@Erik Dahlbäck* Since I am and will also now work on the new Open Movies like "Coffee Run" & "Cosmos Laundromat Pt.2", the next chapter will still take at least a month to finish as my personal estimate. The TBA Chapters after that weren't fully discussed yet and might even continue a bit later with a big character update for Rain.
Part of this is my fault for blowing up the scale of the course and running out of time. But I intend to finish the course even if it takes way longer than intended.
*@Julien Kaspar* Thanks for the info. There are so many details from this course that I think you must know about otherwise you will not get good results or simply get nothing done because you get stuck due to the problems you encounter. You combine the technical part of it with the artistic part, like the anatomy trainings. Both are needed to get good results
one issue i have is that you will eventualy change the topology so the keyframes or shape keys will not work. how can i make a rig that will match the shapekey expresions? speaking of which, i would love to see a tutorial for advanced rigging on a styalised character especialy for the face. so far the only tutorial you have is a basic one for begginers with a dummy
@bigboomer3000 Thanks for the questions! First of all there won't be a rigging part to this course, sadly. What I am talking about here is purely a needed step to test & polish the character design and to create a style guide that will be taken into consideration for the rigging & animation to come. Ideally you would also not want to change the topology when you go into expression testing. Add more resolution if needed but all you would do at this point is change the proportions and details (which doesn't need topology changes). You can theoretically rig anything that you sculpt from the topology you start with but that's not necessarily what you need to find out. I can recommend to look at the current work that is being done for the movie Spright Fright on the cloud. All of them had expression tests done in the same method. The files are also available if you want to take a look. These expression tests showed clearly that we needed a very specific retopology to allow for extreme movements & deformations on the mouth. We also decided then that we didn't want any creases or anatomical preserving of volume & surfaces in the animation. It also helped with finalising the design and creating guides for the texturing, like having darker, thicker lips & eyelids to make the mouth & eyes more readable). There's a lot o take away from eh expression tests that is beneficial for retopology, shading, rigging & animation.
Just wanted to say thanks so much for this in depth course it is pure gold!
Hey Julien, first off I just wanted to say it's a great course you've put together. Truly enjoyed it so far. The sculpting, retopolgy and shape keys worked out fine, I am having a problem with my armature though, and I'm not sure why.
This is my character thus far.
I added a basic one just to tilt head angles, I've parented the head mesh to it, its clearly attached, weight paint mode shows it is too. However when i rotate it in pose mode the mesh doesn't move with it. Just wondering if you have any idea why?
During weight paint mode.
In pose mode.
Thanks for your time,
*@Will Brigham* Thanks a lot.
Unfortunately the images are not loading so I can't see the screenshots.
*@Julien Kaspar* that's bizarre, I'll send a link to them instead. Sorry man.
weight paint mode
*@Will Brigham* Oh ok I thought the pictures would add some more info. To be honest I don't know. Maybe the modifier is disabled.
Hi, I can't seem to get a lot of creases. Did you apply the multires modifier for extra detail?
@sulemandawood911 Generally I tried to have the topology follow the direction of any possible creases. If you then already have a lot of resolution on the base mesh it will be easy to create creases without applying the multires modifier. I hope that helps.