Stylized Human Avatars

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.

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.

Zbrush sculpt, fibermesh, and render

Zbrush sculpt, fibermesh, and render

Zbrush sculpt, fibermesh, and render

Zbrush sculpt, fibermesh, and render

Zbrush sculpt and render

Zbrush sculpt and render

Zbrush sculpt and render

Zbrush sculpt and render

Zbrush sculpt and render

Zbrush sculpt and render

Zbrush sculpt and render

Zbrush sculpt and render

Zbrush sculpt and render

Zbrush sculpt and render

Zbrush sculpt and render

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.

Maya render with albedo, normal, roughness maps

Maya render with albedo, normal, roughness maps

Male blendshape cleanup or sculpting, Zbrush and Maya.

Zbrush sculpt and render

Zbrush sculpt and render

Zbrush sculpt and render

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.

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

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

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

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

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

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

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

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

Paul zbrush sculpt and render

Paul zbrush sculpt and render

Paul smile pose

Paul smile pose

Paul stylization variety

Paul stylization variety

Paul Disney style. Zbrush sculpt and render

Paul Disney style. Zbrush sculpt and render

Paul Disney style full body test, Zbrush and Maya.

Paul Disney style full body test, Zbrush and Maya.

Maya render with albedo, normal, roughness maps

Maya render with albedo, normal, roughness maps

Zbrush sculpt and render

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.