Oculus - Stylized Human Avatars

Blendshape expressions from scratch or by refining retargeted shapes from Snappers. Sculpted wrinkle maps in Zbrush. Rig, animation, and dx11shader setup by Chad Vernon. Head mesh by Gio Nakpil for Oculus Avatars. Maya Viewport 2.0 render.

A small sample of stylized avatar prototypes for dialog and expression R & D in Virtual Reality at Oculus Research/Facebook Reality Labs. Responsible for concept; sculpt started from a scanned base mesh; game model and PBR textures/materials in a roughness/metallic workflow; cleanup of retargeted blendshapes; blendshape sculpting from scratch; lighting and rendering; pipeline iteration with Scott Parrish: Technical Art Director, Chad Vernon: Lead Character TD, Takaaki Shiratori: Senior Research Scientist, and Colin Lea: Research Scientist for audio driven machine learning. Direction by Yaser Sheikh: Pittsburgh Research Director, and Iain Matthews: Senior Research Scientist. Face topology and original blendshapes from Snappers https://snapperstech.com. Zbrush, Maya, 3D Coat, Substance Painter, Photoshop, Unreal, Marmoset.