Creature avatar demos at Oculus Research/Facebook Reality Labs. Our goal was to test the reuse of human facial topology, uvs and retargeting of human blendshapes and facial dialog to creatures with very different proportions. I sculpted the models, refined retargeted blendshapes and created lookdev for textures and materials. 4096 res albedo, normal, roughness, and SSS textures. Unreal Engine 4.16 skin and eye shaders with a physically based rendering workflow (PBR). Software included Zbrush, Maya, Substance Painter, Photoshop, Unreal Engine 4.16. Concepts by Lucasfilm and Paul Bonner.