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.