Well, it’s time again to show some new experiments. This time I put some focus on animating with the ZBrush maps. But not just deforming the geometry and being happy that the displacement still works, no, instead using zbrush to create animatable details. But first, let’s have a look at some of the results.
“Neckling” in motion(quicktime)
facts:
340 polygons
color map and displacement maps created in ZBrush!
3 displacement maps: base map, eye-support map, detail map
mapsize: 4096x4096
1 color map (BTW: I love it now to make colormaps in ZBrush, too!)
mapsize: 2048x2048
(that’s all…this time I decided not to add other maps)
animation and rendering created in messiah:Studio!
renderingtimes: around 4min per frame
special new feature: TextureDeform for muscle&tendon displacement
A little collection of different frames…still just 340 polygon cage!
Although the animation doesn’t show the little mouth morph, I couldn’t resist to try it out and thought it’s too interesting not to show it. I will see that I make a little lip-sync animation with him to check out just how far it can go on this minimal level. Each of the above frames took around 11 minutes.
Now as for the eye-support-map, not only that you can use ZBrush to make morph-targets for the low-poly-cage, but you can as well make displacement maps to blend to for the animation/rendering package. I used expressions in messiah to tie certain movements to the blending of two displacement maps. In this case the eyes. As the eye was squinting real hard it would have collapsed the original map, since even the eyelids are PURE displacement on this one. So in order to keep going harder with the squinting a second map with even extra wrinkles would just blend over…here’s the example:
I was not sure if such a dramatic change would really blend smoothly enough, but turned out really well…
Of course just after having made the extra eye map I felt like it deserved more details. Yet, I was too lazy to add the details to both maps and realized it was perfectly viable to simply make a seperate Detail map. Not really a necessary thing to do, but it was great to find out for sure that it doesn’t cause any troubles to do such a thing, in fact, it almost felt beneficial. To have super details on another map allows for a lot more freedome in alterting the more coarse map. As I am planning to go a bit further with this experiment soon it will be a breeze to just accentuate, add and remove wrinkles for more animation.
I’m not sure if I don’t overload this message, if I mention all of the crazy revelations this little project has brought, but I’ll just mention one more thing I found particularely amazing. The EAR! It practically consists out of 3 polygons. They are simply bend in such a way that it covers most significant directions in which the displacement would have needed to go to extrude an ear. It’s not perfect, but it’s been stunningly close to it.
I really don’t want to impose my kind of answers on anyone, but I’d actually love to reply to any of your questions. I’m sure there are by now so many things I’m taking for granted, that I most likely fail to mention everything that makes all of the above really interesting. So, please, don’t hesitate!
I will also continue to post some more stuff on it on my website that would just look silly in one post here…hehe…so feel free to come and see:
http://www.taron.de