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We figured that with the attention our character creation system has been getting lately, that it was time to write a devblog about it. There′s lots to cover, so let′s get to it!
The Carbon Character System was made to enable us to create characters for several projects, including Eve. It started off as a design document containing various wishlist features, ranging in complexity from the simple to the impossible. I believe most of the items on the list ended up being possible, with the possible exception of essentially being able to perform a striptease with arbitrary clothing. Hmm, do they even do that in CGI movies these days? Do I really want to know?
Anyway, the system has been seen in public before, highlighing cloth simulation and recently on the Singularity test server, as seen here and here. So what‘s it all about? Is there anything new here?
For this blog, which I hope is the first of several, we‘re going to take a closer look at a couple of interesting features of the system you‘ll have in your hands soon. There are lots of interesting (to me, anyway) things about the system to explore, but I‘ll start with what makes the faces tick - the specs of the faces and the face sculpting feature. My vantage point is right in the middle between programming and art - I do character tech art.
Making Faces
Making 3D models look as good as possible can be accomplished in a number of ways, but the easiest is to simply use massive poly counts and huge textures. Getting the models created by awesome artists helps too. The Carbon Character System scales up and down easily, and if you take the time to create all the level-of-detail meshes you want, it can go from simple stick figure to massively heavy character. For character creation, we decided to do everything we could to ensure you see exactly what our artists wanted you to see, resulting in these specs:
We use a separate base mesh for each bloodline. There are 24 of them total.
Each head is about 4500 vertices at the highest detail level. The tearduct is a separate mesh...
All the faces are perfectly compatible with each other - same vertex counts, models, etc.
To allow sculpting to happen, each face has 92 morph targets, that is sets of different shapes that can be applied to the face to , for instance, lengthen the nose. In addition, the body uses 20 more, some of which are in the face as well.
At the very highest settings, (not the default ones!) your character uses a set of textures that are 4096x2048 in size - uncompressed.
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