In this project, I developed a facial rig aimed at achieving realistic deformation, allowing different parts of the face to create wrinkles when moved. My goal was to achieve expressions that appeared natural and lifelike. To accomplish this, I created a rig that combines multiple BlendShapes, applying corrective shapes to achieve more extreme expressions.
I thoroughly studied the movements of facial muscles and designed specific BlendShapes for each of those movements. The rig I developed allows for the combination of all these BlendShapes and facial control through controllers. Although my previous work has leaned more towards cartoon styles, I was interested in exploring realism, so I undertook this project in my free time to enhance my skills in a different area.