Face test revisited

As you know I've stated numerous times that by this point on my Vince character would be ready to animate. Once again I must admit, hes not quite ready. I've shown Vince to various people and many have pointed out problems with the model or texture and have since then put more effort into really polishing the areas suggested. The primary issue with the textures was a direct result of the UV layout. This forced me to redo the UV layout and consequently redo the texture maps, ambient occlusion maps and normals maps. Despite the additional time put into the surface detail the model as a whole looks a lot better and I feel more confident about rigging at this point without having to do unnecessary backtracking.


Previously I would texture the model, give it a quick look an make an assessment as to whether or not it was ready to rig. In the above image I've re-textured and rigged the model and jumped ahead to facial rigging. The facial setup ended up being the most problematic and was the primary reason for delay beyond the texture work.


These were all quick tests I rendered out after having rigged the face. For the most part they look pretty good, but the further down you go the worse the face behaves. As clearly evident in the last test, the eyes rotate through the mesh, the eyes clip through the eyelids when closed, the teeth protrude through the upper lip and mustache on certain poses and the lower lip behaves in an unwanted manner.

My particular method or pipeline for my Vince character has thus far been:

-sketch up a characted on paper/photoshop
-create orthographic proofs for us inside maya
-create the base model in maya
-layout the uvs
-refine the 3d model in zbrush
-generate normals in maya using the refined zbrush model
-paint the base textures
-create ambient occlusion textures
-refine all maps as needed
-rig the body
-refine the body rig/weights
-rig the face

The problem with this current method is that after rigging the body and refining weights, if I find that the facial rig isn't behaving as I'd like it to as a result of the mesh I'm forced to refine the mesh which then forces me to re-rig the entire body after having done all the refinements.

I should have been rigging the face first, testing the behavior of the rig, make changes to the mesh as needed, then finally rig the body and re-rig the face then from that point on refine the weights as need be, after which I could begin animating.

This problem cost me a lot of time rigging and re-rigging but hopefully from this point on I'll really have a character ready to animate within the next few days.

Be on the lookout for a ready to animate character in the coming days.

Glasses or No Glasses?



With or Without glasses?

Vince's Face

Previously I had mentioned that Vince was in the rigging stages and would be ready to animate within the next day or two. Well... turned out that wasn't really the case.

Although rigging on Vince's body more or less finalized there were clearly some problems with his face. After running some tests with the facial setup it became apparent that any problem albeit minor, with the mesh, lighting, or textures were pretty obvious to many others who had seen Vince up to this point.

To make matters slightly worse, I was unfortunately well aware of the problems but wasn't trying my best to ignore them :/ . Well, as it goes anyone that paid attention was easily able to point out problems with the character which forced me to backtrack a few steps to make sure Vince was looking good. After all, if friends or family members could spot problematic areas with my character then surely any company looking to hire me would be able to point them out.


Enter Vince's Face. Although there were other areas that needed fixing, namely below the sleeves and minor parts of the body, the face had the most obvious faults. Closeups on the face would have not been an option as problems with the face would be more apparent.

As I've said before, the art style was directly inspired by Team Fortress 2. Similarly (at least I hope) to TF2, the areas of focus are in the the chest and face area. The lower half of Vince's body is darker with little detail which hopefully keep your eyes focused on the lighter values and details of shirt or face.

Ultimately this is the desired effect I'm looking for in regards to the viewer but any unsightly blemishes quickly become the area of focus even if the rest of the model looks fairly decent.



Above is a previously posted render of Vince. In this render the problems aren't very apparent due to the distance between the camera and the character but upon closer inspection one can see dark "cuts" just below the sleeves and a dark shadow just below the lower lip. At this distance I might have been able to get away with leaving everything as is but it would have led to some pretty uninteresting camera angles.



In the rigging phase these problematic areas are amplified somewhat due to the positions that force that area to become more visible. This is a low quality screen shot but you can still see dark spots between the fingers, more spots on his mustache, eyelids, and once again below the sleeves.



This was an early test for the facial setup that really the many areas that needed some attention. The dark regions around the mustache are hard to miss at this distance as well as the strange scaring along the nose,eyelid and dark shadow below the lower lip.



Another problem viewers had with the character were the eyebrows. Many mentioned that although they didn't look terrible by any means, they looked very painted on (because they were) and had very little depth to them.

This was direct problem with the model having no extra extruded geometry for the eyebrows and being in fact merely painted on. Simply extruding the area just enough to create the impression that the eyebrows are slightly elevated was a simple fix. While fixing problems with the mesh I also altered the mustached which was causing some odd clipping in some areas.



As I got closer to finalizing the face (again) I rendered out a few images starting with the first image on the left. Most of the problems have been ironed out but something still looked odd to me. The eyes, more specifically the eyelids.

Vince's right eyelids (your left) were very sharp and pointy, while his left eyelids (your right) looked a lot more natural after some adjustments. The profile render gives you a better idea of just how sharp his eyelids were. The final render shows Vince with adjusted eyelids and slightly reshaped eyes with blemishes gone.

Hopefully all these fixes make Vince more appealing as a character.

In the next episode: Vince's Body finally rigged!


P.S. Hi Adam.