The reason why I post it separately from the beta thread is because this is a work that has been realized by me and Justin Holt. www.justinmichaelholt.com
While I did the concept and the work you might have seen in the beta thread, Justin did the texture and look dev using Vray.
I hope you like it.
Thanks for the info! The thing about positive and negative (but still technically positive) motion makes sense!
To retrieve back your lost volume, you said your using Project All on a duplicate of your mesh, but couldn’t you use Morph Target and spare the duplicate?
To be honest I’m not sure I understand how the displacement maps really works but yet again, I never tried that. I understand that you are showing a region of a disp-map by applying alphas over it, but do you add/overlay a disp-map with an expression over the neutral one (no expression) or you are completely “over-writing” the neutral-disp-man with the expression-disp-map? And if you are “overlaying” them, how do you subtract what doesn’t change from the neutral-disp-map to the expression-disp-map is order to avoid multiplying details over already existing details of the map. In the end, do you have a disp-map for every possible morph of the face or you have only a logical selection of disp-map that you use partially using alphas depending on your needs? Does my reasoning even makes sense?!?! I hope I’m not confusing the issue here!!
The role of the corrective-disp-maps is confusing me a lot too! My guess is that it is used to add deformation to the face in case for example the teeth clip out of the face with a certain expression… but since I don’t have any precise question, I’ll just wait after I gave it a try before bugging you even more!
Thanks for your time man, it is greatly appreciated!
@Marco: dude I’m going to make a video where I will show how to sculpt expressions using my work flow. Tonight hopefully I won’t be late from work and I’ll spend some time in showing what the vertex movement does compared to just the displacement.