在 3D 中创建逼真的人类面部模型时,混合形状和摄影测量数据是两个非常重要的元素。Blur Studio 的面部建模师 Adam Spring 讲师介绍了捕获 FACS 扫描和将数据处理成独立混合形状的所有基本方面。然后,他研究了如何在基于 FACS 的面部模型中使用这些混合形状。

在本教程中,您将探索如何捕捉扫描的面部表情,并将这些数据处理成独立的混合形状。您将学习如何使用这些面部形状来创建基于 FACS 的面部装备,并了解如何将表情纹理贴图集成到面部装备中,该装备将由独立的面部形状动态驱动。
Adam 首先介绍了如何使用一台相机捕捉和处理多个 FACS 扫描。在这次练习中,他使用了一台 DSLR 相机,并在 Agisoft Metashape 中处理数据。然后,重点转移到包装和清理扫描数据,然后进入研讨会的最后阶段:在 Maya 中创建 Blendshape Rig 和动态着色器。在本章中,他重点介绍了如何将 FACS 扫描集成到面部装备中,方法是在 ZBrush 中隔离扫描的不同区域以创建多个混合形状,然后可以将其导入 Maya。然后,他演示了混合形状装备的基础知识,并探索了一种简单的方法来链接动态驱动的皮肤纹理,以实现更逼真的效果。
该研讨会旨在教授创建基于 FACS 的混合形状所需的所有必要技能,这些混合形状可用于游戏或视觉效果流程中的任何面部装备。
使用的软件
Maya Lightroom ZBrush Photoshop Agisoft Metashape Faceform Wrap
Duration 4h 18m MP4
Title: The Gnomon Workshop – Creating Facial Blendshapes Using Photogrammetry
Info:
Blendshapes and photogrammetry data are two very important elements when creating realistic human facial rigs in 3D. Instructor Adam Spring, Facial Modeler at Blur Studio, covers all the essential aspects of capturing FACS scans and processing the data into isolated blendshapes. He then looks at how these blendshapes can be used within a FACS based facial rig.
In this tutorial, you will explore how to capture scanned facial expressions and process that data into isolated blendshapes. You will learn how these facial shapes can be used to create a FACS-based facial rig, and will take a look at integrating expression texture maps into a facial rig, which will be dynamically driven by the isolated facial shapes.
Adam begins by covering how to capture and process multiple FACS scans with a single camera. For this exercise, he uses a DSLR and processes the data in Agisoft Metashape. The focus then shifts to wrapping and cleaning up the scan data before moving onto the final stage of the workshop: Creating a Blendshape Rig & Dynamic Shader in Maya. During this chapter he focuses on how to integrate the FACS scans into a facial rig, by isolating different areas of the scans in ZBrush to create multiple blendshapes that can then be imported into Maya. He then demonstrates the fundamentals of blendshape rigging and explores a simple approach to linking dynamically driven skin textures to achieve even more realism.
This workshop aims to teach all the necessary skills you need to create FACS-based blendshapes that can be used in any facial rig for either a games or visual effects pipeline.
Software Used
Maya Lightroom ZBrush Photoshop Agisoft Metashape Faceform Wrap
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