Stylized Human Avatars

John deriggi yaser sheikh ue4 style02 wip03

Unreal Engine 4.16 PBR skin, eye, and hair shaders from the Paragon release. Rendered in UE4. Skin pore detail from a scan at University of Southern California's Institute for Creative Technologies (ICT). Zbrush, Maya, Substance Painter, Photoshop, UE4.

John deriggi yaser03 turnaroundfront01

Zbrush sculpt, fibermesh, and render

John deriggi yaser03 turnaroundback01

Zbrush sculpt, fibermesh, and render

John deriggi eric01 neutral01

Zbrush sculpt and render

John deriggi dani01 neutral01

Zbrush sculpt and render

John deriggi amir frenkel style01 pass02 sculpt

Zbrush sculpt and render

John deriggi colin02 turnaround01

Zbrush sculpt and render

John deriggi mary02 turnaround01

Zbrush sculpt and render

John deriggi jason neutral01

Zbrush sculpt and render

Retargeted blendshapes and motion from realistic facial dialog capture. Created and rendered in Unreal Engine 4.16 with albedo, normal, roughness maps.

John deriggi michael abrash stylized01 mesh01

Maya render with albedo, normal, roughness maps

Male blendshape cleanup or sculpting, Zbrush and Maya.

John deriggi shihen wei style00 sculpt01

Zbrush sculpt and render

John deriggi shihen02 turnaround01

Zbrush sculpt and render

Generic male range of motion. Blendshape cleanup or sculpting by me. Rig and animation by Chad Vernon. Generic male head mesh originally created by Gio Nakpil for Oculus Avatars SDK.

Blendshape cleanup and/or sculpting from scratch based on FACS. Generic male head mesh originally created by Gio Nakpil for Oculus Avatars SDK.

John deriggi hair01

Chunky hair v1. Zbrush sculpt and render. Generic male head mesh originally created by Gio Nakpil for Oculus Avatars SDK.

John deriggi hair02 sculpt01

Chunky hair v2. Zbrush sculpt and render. Generic male head mesh originally created by Gio Nakpil for Oculus Avatars SDK.

John deriggi hair chunkysculpt01

Generic female head with chunky hair v1. Zbrush sculpt and render.

John deriggi generic female hex hair sculpt04

Generic female head with chunky hair v2. Zbrush sculpt and render.

John deriggi paul ortega sculpt 01

Paul zbrush sculpt and render

John deriggi paul ortega sculpt smile 01

Paul smile pose

John deriggi paul ortega disneyeyes pixar comparison

Paul stylization variety

John deriggi paul ortega disney sculpt01

Paul Disney style. Zbrush sculpt and render

John deriggi paul ortega body disneyhex mesh01

Paul Disney style full body test, Zbrush and Maya.

John deriggi african female disney meshhairstyles01

Maya render with albedo, normal, roughness maps

John deriggi african female disney sculpt01

Zbrush sculpt and render

A variety of stylized human avatars developed at Oculus Research/Facebook Reality Labs. Our goal was to test the retargeting of blendshapes and captured facial dialog from realistic human performance scans to various levels of human stylization. Most of these stylized avatars used a scan mesh as a base. Facial performance captured in house.

Blendshapes were either created from scratch or cleaned up from retargeted shapes. Original blendshapes on human base mesh used for retargeting created by Snappers (http://snapperstech.com). Textures and materials were either created from scratch and/or used the Unreal Engine 4 skin, eye and hair shaders from the Paragon release with a physically based rendering workflow (PBR). Software included Zbrush, Maya, 3D Coat, Substance Painter, Photoshop, and Unreal Engine 4.