The Expanse

I took over as Lead Character Artist a year into production when the former lead left the company. Two weeks later the AD left for personal reasons.

My job was to maintain the momentum and land the plane. With help from all the team members and directors, we released a critically successful result.

Most of the characters had been worked out by the time I became part of the team…I refined all of their materials and made a few new models as the story and lighting developed, optimized and built nearly everyone’s hair (Avasarala and the initial hair for Toussaint was Jose Mario Villafranca).

There is an enormous amount of nuance in making blendshapes. One example might be on characters rolling closer to realistic motion, it is important to maintain the solid skull underneath, as is shown with the orbital bones keeping their influence, conveying a feeling of sliding across the bone as in life.

Toussaint’s inner and outer brow raisers

Smile

A genuine smile comes from a combination of shapes, and unique actors will use unexpected shapes in their portrayal of a character, like Upper Lip raiser or Dimpler. How the natural fat in the face and how it differs with age needs to be considered in how the volumes and planes change when they are compacted or stretched.

Some FACS shapes

These are from the Zbrush file, I’m going through the first few individual shapes broken into unique actions. Most of them are further broken (I used a plug called “SHAPES” in Maya) right and left and top and bottom. Some, like Pucker and Funneler, are all four. The Expanse was on a very ambitious time frame, quicker than most. We chose a more streamlined set of shapes for a better chance at having time to iterate. Each time a change is made, it’s easier to update the smaller version than the larger one. We chose the most needed levers requested by the animation team.

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Neverwinter Online