Reymond Blend Shapes

Semester 02 Week 03 (2018/02/12)

Technical, Research and Artistry

I sculpted the blendshapes for our character Reymond. I hadn’t created blendshapes before but Andrew had some great research at hand to help me out. He kindly shared a tutorial with me that contained a detailed workflow of all the different sections of the face that would need to be sculpted. This was very helpful as I had thought to approach this by copying the faces in the animatic which would have been slower to plan out.

This tool, abSymMesh, was recommened in the tutorial as a way of checking if the mesh is symmetrical, which it wasn’t! Making Reymond’s face symmetrical was more time consuming than predicted as mirroring one side of his face over was tricky to reconnect.

Along with the list of shapes in Andrew’s tutorial, I mostly followed along with this tutorial also using the shape editor in Maya 2017.

Maya 2017 Shape Editor

These are the resulting shapes after sculpting and duplicating/mirroring to the right.

Andrew is going to complete Reymond by attaching the controls to the blendshapes and adding more body controls. The mouth will be driven by joints more than by my blendshapes.

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