I worked on the rig Ui and morphs today and yesterday, with the main problem being Ian’s Moustache and how it would deform in various positions. It may have been simpler to have the moustache as a separate mesh however I would then lose the exact control over how it deforms over the lips. I am currently rendering a test animation of the facial UI, just some poses to test the morphs for any problem with the moustache. When rendering the main problem I noticed was the amount of Specular highlights coming from the tongue when in the mouth. I therefore adjusted the setting and will now add them to each other model, also editing each model to be ready for rigging. Latter after playing with the shader it came apparent that it was not the Specular that was the problem, but the reflection of the environment. Keeping it to only reflect environment, produced a grey sheen to the tongue, since the environment was grey, therefore un-ticking the only reflect environment and it would reflected the inner mouth. A far better, but more timely (on render times) solution.
After that the animation Ui test has rendered, I will add the mouth shapes for lip sync in the ui presets,
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