No update message this week, as much of the schedule was eaten by prep work – toil without immediately visible results.
One of the background tasks is preparing the headmorph that will illustrate the fifth Commander M. Shepard writeup. It takes a while – nothing is documented, and I often need two days or so between rounds of work so I can again look at the model with fresh eyes. Furthermore the in-game has changed, several of the features in the character creator have been modified, there are more facial animation points, there’s something that I still can’t narrow down that has changed in the body model near the back of the jawbone, etc.
Though obviously this has little in common with the work of actual 3D model artists, it is quite interesting to understand how the technology works, and how the holistic perception of a face depends on the tiniest adjustments – say, the exact height of the corners of the mouth, which can completely change the unconscious assumptions about the probable character of a person.
In practice, however, it is mostly a lot of gradual tweaks to colour vectors, minuscule gradual adjustments to point coordinates, trying out tiny changes in scalar intensities… and a lot swearing, of course. And wishing we had a dang map of the LOD vertices so I can eliminate some clipping. And wondering why so few video games will allow for a normal, flat nose (especially since so many NPCs have proper African-looking noses).
Also, Trogg is man. Trogg bad understanding girly makeup. Trogg want to club mammoths. Clubbing mammoths simpler than girly makeup. And the signature blue lensflare in Mass Effect lighting tends to make lip gloss really shiny.
Current work headmorph :

Next to experiment with the bone offsets. Lifting the corners of the mouth a bit to get rid of the frown is doable (all ME3 mouths have been frownish-ed), flattening the nose isn’t, adding more of an epicanthic fold to the eyes might be doable without clipping.
