Paul Neale Breaks Down Facial Rigging Techniques
Events
Subscribe:  iCal  |  Google Calendar
7, Mar — 1, Jun
Krakow PL   27, May — 29, May
London GB   28, May — 31, May
Kyoto JP   1, Jun — 3, Jun
London GB   4, Jun — 6, Jun
Latest comments
by Scott Denton
43 min ago

Thanks so much for having me.

Tell Japan more about having less crunches.

Voluntary crunch is utter bullshit. Those that elect not to work the extra hours are passed over for promotions and bonuses. It has been a veiled threat that those who dont crunch on a regular basis are first to go when layoffs happen after shipment.

Paul Neale Breaks Down Facial Rigging Techniques
13 January, 2019
Animation
News

Paul Neale has recently shared a nice article that discusses different facial rigging methods. The post offers an overview and tutorials for several rigging methods, plus helps prepare a starting point for an artist.

The artist states that you shouldn’t be trying to define what the facial rig will be. Instead, you should kick things off by defining your production needs. “Almost never do I see this question accompanied by a clear understanding of what will be required from the final results yet person after person, as well-meaning as they are, gives them the answer. This is often the very first problem as the solution cannot be defined if the problem that needs to be solved isn’t well defined,” pointed out the artist.

Please note that it’s a bad idea to define as “it’s a game” or “it needs to be really high quality”. Neither of these will help you achieve anything.

You can find the post here. Make sure to discuss the article in the comments below.

Landscape Auto Material by VEA Games is a flexible auto-painting material for Unreal Engine 4 Landscape component. When you are drawing the topology of your landscape, proper material layers are drawn automatically!

Check the full feature list

Contact VEA Games

Leave a Reply

avatar
Related articles
Animation
CGI/Static Rendering
Character Art
News