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jake hempson :
MadMan: Blend Shapes in Maya tests 05/18/2011
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The characters base facial proprotions have changed a fair amount since my last post - as you can see from  the neutral pose.

My first pass facial animation- initially blocked out using ZBrush,  then corrected and tweaked in maya using artisan sculpt tool and soft modification transforms - ideally I  would have separated the face into 4 quadrants and create blend shapes for those sections then create a UI in Maya to drive the sections, but for now I am  going to explore how far I can go just doing full mesh tweaks on the entire head. I plan to throw in some very asymetric poses.
 


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    Jake

    Character artist and sometimes animator, this  is my blog.

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