Peasant Village, Visual effects in live action

Peasant Village - Face mesh & Sculptris tests

I’ve kind of finished the mesh for my face. It was kind of easy using the pointcloud to snap verts to. The mesh needs some tweaking though, a simple rig and maybe three texture projections from different frames/angles.
This video shows a really simple test I did with stretchmesh, and also an animated texture. I put some shading on the material so the effects would be more obvious in the viewport - but in the final I will mask out the bulging part and probably relight it in post. It looks really weird right now, because the mesh is not animated or adjusted to my face.

I removed the black dots/markers in the projected texture. I still haven’t decided how to remove them in the final shot. I could mask out the area around the dots and render out these areas to hide the markers, or I’ll just use the trackers from Syntheyes to remove them in Fusion…

I also tested a new software, Sculptris. http://www.drpetter.se/project_sculpt.html  Some guy, a genius IMO, created this sculpting tool that adds geometry as you sculpt. The screenshot below is a 10 min test where I started sculpting from a simple triangulated plane. I’m seriously considering using this tool when creating the “big” monster for the last shot me and Martin are doing together. I’m thinking I could start with Sculptris, then create a new topology in Topogun, take that mesh to Mudbox and then to Maya. I’m hoping this workflow will be successful - it would give me lots of artistic freedom not to have to even think for a second about topology in the first step of the creation.

Posted by Christoffer Lindvall on 02/16 at 10:55 AM

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