
Digital Humans
________________
FACS Rigging
& Texture Blending
I am excited to share a detailed write up on the FACS rig I have been working on for the past two months during my spare time. The rig is made up from 51 blend shapes, 9 corrective shapes, and 18 blended textures for both colour and displacement channels in the skin shader. All scan data on this project was provided by the 3dscanstore.com.

Human faces are one of the most popular subjects in the world of 3D art, but also one of the hardest to master.
Digital Portraiture
________________
Character
Look Development
In this post i'll be breaking down some of the steps involved in creating a 3D portrait, and sharing some of my techniques and personal experiences along the way.

Dead of the Night
________________
Call of Duty
Black Ops 4
Turning actors into video game characters for the latest Call of Duty experience, 'Dead of the Night'.
Working with the teams at Treyarch and the Pinewood Tech Hub, we captured the likes of Helena Bonham Carter, Charles Dance and Brian Blessed. Working closely with the cast, directing them though 100's of facial expressions in order to recreate them as 3D characters.

"Sail the high seas of Skull and Bones, an online naval open world game set during the Golden Age of Piracy in the exotic and untamed frontier of the Indian Ocean."
Ubisoft 2018 E3 Release
________________
Skull & Bones Cinematic Trailer
My first CG Supervisor role on a AAA game; overseeing the FACS pipeline, whilst working closely with Platige Image and the tech hub at Pinewood. Together we were able to create a set of photorealistic facial rigs for the main pirate characters featured in the cinematic trailer for 'Skull & Bones'. Click below to see more.

Facial Action Coding System's (FACS) have started to appear more and more frequently in 3D character pipelines; predominantly within visual effects and games production.
Photogrammetry
________________
Single Camera FACS Scanning
In this post I will attempt to replicate a FACS pipeline using just a single camera to capture the scans. This technique is usually inaccessible to most, but I hope to prove that it can be affordable and achievable by anyone.

My latest shoe scanning experiment focuses in on cross polarised photogrammetry, some basic tips and tricks, and a brief look into photometric capture. You can also see breakdowns and a rendered turntable of the final 3D model. Click below to read on...
Photogrammetry
________________
Cross Polarised Scanning on a 'Shoe-string'

Photogrammetry
________________
Turntable Shoe Scanning 2.0
Yet another shoe scanning experiment, this time with some big improvements to the turntable setup and general workflow. After doing a load of research and picking up some new kit, the turntable is now ‘semi-automated’. The automated part is comprised of a rotating time-lapse head and a DSLR camera with an inbuilt intervalometer.
Click below to read more...

In this post I explore a technique involving a more guerrilla approach to 3D scanning - 'single camera photogrammetry'. I have recently come to learn how useful this technique is; it is cost effective and could be a life saver if you work professionally in the world of 3D scanning.
Photogrammetry
________________
Single Camera Head Scanning

In November last year I had the opportunity to work with some of the original Thunderbirds puppets on the latest Halifax commercial. At FBFX we captured the puppets and props using photogrammetry and reconstructed them into digital models for the VFX team to use to achieve some of the more challenging shots.
Halifax
________________
Thunderbirds

The latest ad in Moneysupermarket.com's epic campaign stars Action Man.
Photogrammetry
________________
Moneysupermarket.com
"Epic Action Man"
On this project I worked closely with Efficacy4D, providing them with photogrammetry data and polarised texture photography to help recreate the 1970's Action Man figure in 3D.

A collaboration between Childish Gambino and Microsoft to design a live virtual reality experience in the Californian desert of Joshua Tree. Many of the 3D characters we animated were adapted from motion capture data and then included in the 360 projections during the concert.
Microsoft
________________
Music X Technology