Developed by KeenTools, FaceBuilder is a NUKE tool which is very fast and easy to use tool for building 3D models of human’s face or head based on just a few photos.
Developed by KeenTools, FaceBuilder is a NUKE tool which is very fast and easy to use tool for building 3D models of human’s face or head based on just a few photos.
The free and open source character editor for Blender, ManuelbastioniLAB is out with Many exciting features: support for motion capture, advanced new shaders, improvements of the professional mesh topologies, anatomy improvements, new textures, better expressions and rest poses selector.
Highlight features: • Models: ManuelBastioniLAB 1.5.0 greatly improves the accuracy of the anatomy and realism of the human models.
• Textures: All textures are improved and optimized. The displacement database is greatly enhanced (see the images below). Separate details and complexion textures are no longer used.
• Topology: The topology of humans is enhanced and optimized, in order to clean the topology of neck, shoulder, pectoral and stomach. Added the geometry for inner mouth sides.
• Shaders: Big improvements in the skin shader for Cycles: NPR core, double reflection layers, procedural "skin age". Improvements in teeth and eye shaders.
• Support: for motion capture. ManuelbastioniLAB 1.5.0 introduces a new technology: an expert system analyzes the structure of a motion capture file (.bvh) and automatically maps the skeletons in order to transfer the motion from the source to the lab character.
• Rigging: Lab 1.5.0 implements the twist bones as part of the standard skeleton. Vertex weights are improved for neck and lower arm.
The free and open source character editor for Blender, ManuelbastioniLAB is out with Many exciting features: support for motion capture, advanced new shaders, improvements of the professional mesh topologies, anatomy improvements, new textures, better expressions and rest poses selector.
Highlight features: • Models: ManuelBastioniLAB 1.5.0 greatly improves the accuracy of the anatomy and realism of the human models.
• Textures: All textures are improved and optimized. The displacement database is greatly enhanced (see the images below). Separate details and complexion textures are no longer used.
• Topology: The topology of humans is enhanced and optimized, in order to clean the topology of neck, shoulder, pectoral and stomach. Added the geometry for inner mouth sides.
• Shaders: Big improvements in the skin shader for Cycles: NPR core, double reflection layers, procedural "skin age". Improvements in teeth and eye shaders.
• Support: for motion capture. ManuelbastioniLAB 1.5.0 introduces a new technology: an expert system analyzes the structure of a motion capture file (.bvh) and automatically maps the skeletons in order to transfer the motion from the source to the lab character.
• Rigging: Lab 1.5.0 implements the twist bones as part of the standard skeleton. Vertex weights are improved for neck and lower arm.
Ziva Dynamics has released a free trial version of Ziva VFX, a Maya plug-in with an offline Finite Element Method "anatomy aware" simulator that lets you create life-like characters at scale. Before Ziva VFX comes out with free trial version, it has been used in production by some of the world's leading VFX Studio with a closed release last year, which were Enchantress from Suicide Squad, Graphorn from Fantastic Beasts, Slimer in Ghostbusters.
USE CASES: • Anatomically realistic character animation, including: – Anatomically accurate bending of the skin at the joints – Correct hand pronation-supination – Correct neck shape with precise neck muscle movement – Correct upper-body rigidity under twisting – Correct thigh skin shape due to quadriceps muscle excitation – High-quality belly fat secondary motion (inertia and gravity) – Correct elbow self-collisions • Cartoon/feature character animation with simple, single-simulation-mesh anatomy or complex, hyper-realistic anatomy. • Enrich existing baked animations with controllable and tuneable secondary physically based motion. • Modelling tool for reducing stretch and volume-change in sculpts. • Make and simulate arbitrary elastic objects undergoing collisions and self-collisions, from gel to plants to steel-beam bridges.
ZIVA VFX FEATURES: • Take large timesteps with stable and invertible FEM • Use multiple material types, producing robust motion even under large deformations: StVK, NeoHookean, co-rotational, anisotropic • Collide objects using automatic collision detection and response • Add physical attachments between objects and paint where they are attached • Embed arbitrary triangle meshes into your simulated solids • Simulate thin shells (for skin) • Paint muscle fiber directions, then excite/contract a muscle using scripted muscle activation forces • Goal elastic solids to externally animated triangle meshes, for automatic addition of secondary motion • Paint nearly everything: attachment areas, muscle fibers, muscle strength, tet-mesh resolution, material properties • Use multiple types of physical damping • Cache simulations to RAM or disk for fast playback and/or restarting • Exactly preserve volume, even under large deformations • Script and pipeline your rig using Maya MEL, or using our open-source Python tools
Ziva Dynamics has released a free trial version of Ziva VFX, a Maya plug-in with an offline Finite Element Method "anatomy aware" simulator that lets you create life-like characters at scale. Before Ziva VFX comes out with free trial version, it has been used in production by some of the world's leading VFX Studio with a closed release last year, which were Enchantress from Suicide Squad, Graphorn from Fantastic Beasts, Slimer in Ghostbusters.
USE CASES: • Anatomically realistic character animation, including: – Anatomically accurate bending of the skin at the joints – Correct hand pronation-supination – Correct neck shape with precise neck muscle movement – Correct upper-body rigidity under twisting – Correct thigh skin shape due to quadriceps muscle excitation – High-quality belly fat secondary motion (inertia and gravity) – Correct elbow self-collisions • Cartoon/feature character animation with simple, single-simulation-mesh anatomy or complex, hyper-realistic anatomy. • Enrich existing baked animations with controllable and tuneable secondary physically based motion. • Modelling tool for reducing stretch and volume-change in sculpts. • Make and simulate arbitrary elastic objects undergoing collisions and self-collisions, from gel to plants to steel-beam bridges.
ZIVA VFX FEATURES: • Take large timesteps with stable and invertible FEM • Use multiple material types, producing robust motion even under large deformations: StVK, NeoHookean, co-rotational, anisotropic • Collide objects using automatic collision detection and response • Add physical attachments between objects and paint where they are attached • Embed arbitrary triangle meshes into your simulated solids • Simulate thin shells (for skin) • Paint muscle fiber directions, then excite/contract a muscle using scripted muscle activation forces • Goal elastic solids to externally animated triangle meshes, for automatic addition of secondary motion • Paint nearly everything: attachment areas, muscle fibers, muscle strength, tet-mesh resolution, material properties • Use multiple types of physical damping • Cache simulations to RAM or disk for fast playback and/or restarting • Exactly preserve volume, even under large deformations • Script and pipeline your rig using Maya MEL, or using our open-source Python tools
The new Character Creator 2.0 (cc2),which is an add-on tool for iClone comes with the ability to create PBR shaders, allowing users to import PBR textures created with other 3D paint tools like Substance Painter, 3D Coat, or Quixel. Users can now export their Character Creator assets to iClone 7, Unreal, Unity, or Sketchfab with the same PBR visual quality. A variety of material channels that work in sync with image based lighting options result in a more accurate interaction between light and surfaces. Character Creator previously only provided a single light source but the new 2.0 update now allows users to customise their IBL environment in, while syncing the sky map to their IBL light with natural DOF effects and colour tone.
The new Character Creator 2.0 (cc2),which is an add-on tool for iClone comes with the ability to create PBR shaders, allowing users to import PBR textures created with other 3D paint tools like Substance Painter, 3D Coat, or Quixel. Users can now export their Character Creator assets to iClone 7, Unreal, Unity, or Sketchfab with the same PBR visual quality. A variety of material channels that work in sync with image based lighting options result in a more accurate interaction between light and surfaces. Character Creator previously only provided a single light source but the new 2.0 update now allows users to customise their IBL environment in, while syncing the sky map to their IBL light with natural DOF effects and colour tone.
Tsvetomir Georgiev has designed a plugin for simplifying the creation of human-like characters. The tool for making detailed high polygon human models in Zbrush or customize body types as a creatures or humanoids.
Zbuilder compatible with Zbrush 4R7 P3 64bit WIN OR OSX.
Feature included:
• EDIT POSE: will allow you to make basic pose of your model.You can save or load your pose. • EDIT MODEL: will allow you to edit your own model and integrate it into zbuilder plugin as a custom preset. And continue using all zbuilder features. • EDIT RENDER: will allow you to make great presentation of your model. The scene is set with the best settings as materials, lightings and fibbers presets for easy use. • GET MODEL: will allow you to get the finished model and use it for any purpose that you want. - 10 colorized layers for great blending between them - the models is good for close up renders ,animations and etc. - 50 MORPH controlled for ( body types, face types , expressions and etc.) - presets for Materials, Dramatic Lighting, Rendering ,SSS,Ao,Shadows, backgrounds and etc. For BPR render.
Tsvetomir Georgiev has designed a plugin for simplifying the creation of human-like characters. The tool for making detailed high polygon human models in Zbrush or customize body types as a creatures or humanoids.
Zbuilder compatible with Zbrush 4R7 P3 64bit WIN OR OSX.
Feature included:
• EDIT POSE: will allow you to make basic pose of your model.You can save or load your pose. • EDIT MODEL: will allow you to edit your own model and integrate it into zbuilder plugin as a custom preset. And continue using all zbuilder features. • EDIT RENDER: will allow you to make great presentation of your model. The scene is set with the best settings as materials, lightings and fibbers presets for easy use. • GET MODEL: will allow you to get the finished model and use it for any purpose that you want. - 10 colorized layers for great blending between them - the models is good for close up renders ,animations and etc. - 50 MORPH controlled for ( body types, face types , expressions and etc.) - presets for Materials, Dramatic Lighting, Rendering ,SSS,Ao,Shadows, backgrounds and etc. For BPR render.
Neoglyphic Entertainment, a storytelling company built for the digital age, today announced the availability of its NeoFur cross-platform, real-time fur-and-fiber technology for Epic Game’s Unreal Engine 4. Whether it’s a fuzzy creature for a game, a soft blanket or carpet in an architectural visualization, or a nature landscape in a high-end cinematic sequence, NeoFur enables animation and game studios to tackle the creation of fuzzy and fibrous characters, objects and surfaces at a fidelity level never before possible in a real-time engine.
EASY TO USE -Drag & Drop setup with blueprints -Easily import Morph Targets or Control Splines via FBX for Fur-combing -CROSS PLATFORM GEOMETRY SHELLS -Shells and their simulation are supported on PC, Mobile & Virtual Reality -Shells can be generated on any Static or Skeletal mesh -Many parameters of the fur can be controlled via blueprint DYNAMIC SIMULATION -Physics can be simulated via Compute Shaders or a Software mode -Physics parameters such as gravity, stiffness, etc. are controllable by the user -Physics support Unreal Engine's Wind and Radial forces -Custom LOD system, fully configurable per asset. ADVANCED SHADING -Custom coloring, length and thickness controlled via materials -Rim lighting, Ambient Occlusion, and advanced Specular controls -Receives and casts dynamic shadows EXAMPLE PROJECT -Demo Hall includes many example implementations and uses -High fidelity Stylized Raccoon character 1 -8 different procedural noise patterns for Fur and Fiber materials “Films like Disney’s Zootopia have shown us the beauty that fur can bring to a production, but at a high cost. With NeoFur, studios of any type can afford high-end technology that dramatically enhances the look of their environments and characters,” said Carlos Montero, Neoglyphic’s Technical Art Director. “There’s no reason a studio needs to spend valuable time and money to achieve believable looking fur, as NeoFur’s solution saves time and costs while providing breathtaking results.”
NeoFur leverages shell-rendering techniques, creating a beautiful illusion of millions of strands of fur. Patent-pending advances have allowed the use of compute shaders and other advanced shading strategies to take that technique to the next level, bringing fast simulation, realistic physics, and unique Level-Of-Detail systems designed to combat fill-rate. Ultimately, this allows NeoFur to be extremely versatile, allowing it to be authored for PC and mobile games, as well as VR platforms such as Oculus and HTC Vive, and gaming consoles like Xbox One and PlayStation 4.
“Creating realistic fuzzy objects and surfaces has always been a difficult and time consuming process,” said Epic Games Founder and CEO Tim Sweeney. “Our team’s experience with NeoFur has been an extremely straightforward process. The performance is exemplary – and highlights the strength of an engine like Unreal. With the same asset pipeline, NeoFur on UE4 scales across high-end cinematic production all the way to mobile platforms.”
Additionally, NeoFur was one of just five teams that Epic Games recently awarded as part of its Unreal Dev Grants program. Epic created this program to reward innovative projects built for, and with, its Unreal Engine 4 development tool.
Availability
NeoFur’s licensing options are aimed at providing access to the technology for individuals, indie studios and AAA studios. For pricing and sales information, please visit http://www.neoglyphic.com/neofur. 25% off Real-time #NeoFur for @UnrealEngine licenses til 6/8/2016! Code: PRTW61 More Hair Fur Plugin [post_ad]
[ #UnrealEngine @UnrealEngine #EpicGames ]
Neoglyphic Entertainment, a storytelling company built for the digital age, today announced the availability of its NeoFur cross-platform, real-time fur-and-fiber technology for Epic Game’s Unreal Engine 4. Whether it’s a fuzzy creature for a game, a soft blanket or carpet in an architectural visualization, or a nature landscape in a high-end cinematic sequence, NeoFur enables animation and game studios to tackle the creation of fuzzy and fibrous characters, objects and surfaces at a fidelity level never before possible in a real-time engine.
EASY TO USE -Drag & Drop setup with blueprints -Easily import Morph Targets or Control Splines via FBX for Fur-combing -CROSS PLATFORM GEOMETRY SHELLS -Shells and their simulation are supported on PC, Mobile & Virtual Reality -Shells can be generated on any Static or Skeletal mesh -Many parameters of the fur can be controlled via blueprint DYNAMIC SIMULATION -Physics can be simulated via Compute Shaders or a Software mode -Physics parameters such as gravity, stiffness, etc. are controllable by the user -Physics support Unreal Engine's Wind and Radial forces -Custom LOD system, fully configurable per asset. ADVANCED SHADING -Custom coloring, length and thickness controlled via materials -Rim lighting, Ambient Occlusion, and advanced Specular controls -Receives and casts dynamic shadows EXAMPLE PROJECT -Demo Hall includes many example implementations and uses -High fidelity Stylized Raccoon character 1 -8 different procedural noise patterns for Fur and Fiber materials “Films like Disney’s Zootopia have shown us the beauty that fur can bring to a production, but at a high cost. With NeoFur, studios of any type can afford high-end technology that dramatically enhances the look of their environments and characters,” said Carlos Montero, Neoglyphic’s Technical Art Director. “There’s no reason a studio needs to spend valuable time and money to achieve believable looking fur, as NeoFur’s solution saves time and costs while providing breathtaking results.”
NeoFur leverages shell-rendering techniques, creating a beautiful illusion of millions of strands of fur. Patent-pending advances have allowed the use of compute shaders and other advanced shading strategies to take that technique to the next level, bringing fast simulation, realistic physics, and unique Level-Of-Detail systems designed to combat fill-rate. Ultimately, this allows NeoFur to be extremely versatile, allowing it to be authored for PC and mobile games, as well as VR platforms such as Oculus and HTC Vive, and gaming consoles like Xbox One and PlayStation 4.
“Creating realistic fuzzy objects and surfaces has always been a difficult and time consuming process,” said Epic Games Founder and CEO Tim Sweeney. “Our team’s experience with NeoFur has been an extremely straightforward process. The performance is exemplary – and highlights the strength of an engine like Unreal. With the same asset pipeline, NeoFur on UE4 scales across high-end cinematic production all the way to mobile platforms.”
Additionally, NeoFur was one of just five teams that Epic Games recently awarded as part of its Unreal Dev Grants program. Epic created this program to reward innovative projects built for, and with, its Unreal Engine 4 development tool.
Availability
NeoFur’s licensing options are aimed at providing access to the technology for individuals, indie studios and AAA studios. For pricing and sales information, please visit http://www.neoglyphic.com/neofur. 25% off Real-time #NeoFur for @UnrealEngine licenses til 6/8/2016! Code: PRTW61 More Hair Fur Plugin [post_ad]
Ephere has announced that the new release of Its hair, fur and feather creation plugin for 3ds Max - Ornatrix V4 is now available after more than 10 months of development and rigorous beta testing. Version 4 brings better performance, improved brushing tools, updated dynamics, a new preset system, and a slew of other features to the table.
-New: Ability to pan/zoom in a graph/curve editors -New: All graph/curve editors now support undo/redo -New: Mesh from strand billboard UVs now respects strand thickness -New: Rotation attribute data for hair -New: New Grooms feature (XML format for defining hair presets) -New: Added support for NURBS curves to Ox Guides from Shape modifier -New: Added option to ground strands modifier to control which strand components are affected -New: Deforming collision meshes are now supported in PhysX dynamics -New: Nearly all maps used in Ornatrix now have an invert option -New: Switched to new MSI based installers for easier distribution and deployment of Ornatrix -New: SDK and Maxscript access to Ornatrix version information -New: Multiple hairs per follicle using new Strand Multiplier modifier -New: Hair from Mesh Strips now allows "fanning" hairs perpendicular to strip surface -New: Show named selection sets for sub-object in Edit Guides -New: Installer now offers options to install for 3dsmax Design -New: Add support for varying hair strip parameters -New: All points in curve editors can be moved and deleted -New: Ability to specify install locations for specific components using new installer -New: Z-up, Y-up, or X-up orientation export for Alembic -New: Added an option for Alembic exporter to export render version of hairs -New: Added an option to export Alembic objects each to their own file -New: Allow user to specify the maximum number of hairs in viewport preview which face cameras -New: Converted all "Invert" map checkboxes into image buttons -New: Surface brushing performance and functionality is improved -New: GUI improvements with real-time feedback of brush strength and size in modify panel -New: Pull brush for straightening out hairs -New: Ability to lock surface brush through modify panel, without having to press Ctrl key -New: Added a label in EditGuidesModifier to show current guide selection -New: Improved performance of GroundStrandsModifier grounding -New: Icons for multiple Ornatrix operators -New: 3dsmax 2016 support -New: Quick hair button now adds VRayOrnatrixMod if renderer is V-Ray RT -New: Add ability for .oxgroom files to store and display a thumbnail
Download
Ornatrix for Autodesk Maya is being developed also. For more information please go here!
Ephere has announced that the new release of Its hair, fur and feather creation plugin for 3ds Max - Ornatrix V4 is now available after more than 10 months of development and rigorous beta testing. Version 4 brings better performance, improved brushing tools, updated dynamics, a new preset system, and a slew of other features to the table.
-New: Ability to pan/zoom in a graph/curve editors -New: All graph/curve editors now support undo/redo -New: Mesh from strand billboard UVs now respects strand thickness -New: Rotation attribute data for hair -New: New Grooms feature (XML format for defining hair presets) -New: Added support for NURBS curves to Ox Guides from Shape modifier -New: Added option to ground strands modifier to control which strand components are affected -New: Deforming collision meshes are now supported in PhysX dynamics -New: Nearly all maps used in Ornatrix now have an invert option -New: Switched to new MSI based installers for easier distribution and deployment of Ornatrix -New: SDK and Maxscript access to Ornatrix version information -New: Multiple hairs per follicle using new Strand Multiplier modifier -New: Hair from Mesh Strips now allows "fanning" hairs perpendicular to strip surface -New: Show named selection sets for sub-object in Edit Guides -New: Installer now offers options to install for 3dsmax Design -New: Add support for varying hair strip parameters -New: All points in curve editors can be moved and deleted -New: Ability to specify install locations for specific components using new installer -New: Z-up, Y-up, or X-up orientation export for Alembic -New: Added an option for Alembic exporter to export render version of hairs -New: Added an option to export Alembic objects each to their own file -New: Allow user to specify the maximum number of hairs in viewport preview which face cameras -New: Converted all "Invert" map checkboxes into image buttons -New: Surface brushing performance and functionality is improved -New: GUI improvements with real-time feedback of brush strength and size in modify panel -New: Pull brush for straightening out hairs -New: Ability to lock surface brush through modify panel, without having to press Ctrl key -New: Added a label in EditGuidesModifier to show current guide selection -New: Improved performance of GroundStrandsModifier grounding -New: Icons for multiple Ornatrix operators -New: 3dsmax 2016 support -New: Quick hair button now adds VRayOrnatrixMod if renderer is V-Ray RT -New: Add ability for .oxgroom files to store and display a thumbnail
Download
Ornatrix for Autodesk Maya is being developed also. For more information please go here!
Another Ornatrix V4 for 3ds Max Feature Preview video. This time is about Grooms which allows you to make hair setups into reusable assets. We look at what grooms are, using them, and creating them from a hair setup
Another Ornatrix V4 for 3ds Max Feature Preview video. This time is about Grooms which allows you to make hair setups into reusable assets. We look at what grooms are, using them, and creating them from a hair setup
Ephere has shared a video showing their up coming Ornatrix for Autodesk Maya. Check out to see an initial look and explore the port of their 3ds Max hair, fur, and feather solution to Autodesk Maya. See how hair can be quickly added, styled, and rendered using the Hair Stack, a set of parametric hair operators, and V-Ray.
Ephere has shared a video showing their up coming Ornatrix for Autodesk Maya. Check out to see an initial look and explore the port of their 3ds Max hair, fur, and feather solution to Autodesk Maya. See how hair can be quickly added, styled, and rendered using the Hair Stack, a set of parametric hair operators, and V-Ray.
Developed by Ephere, Ornatrix is a hair, fur, and feather plugin for 3ds Max. Check out the video showing the brushing improvements added the upcoming Ornatrix V4 release (currently in Beta).
Developed by Ephere, Ornatrix is a hair, fur, and feather plugin for 3ds Max. Check out the video showing the brushing improvements added the upcoming Ornatrix V4 release (currently in Beta).
Written by Pablander, The Multi-Eye ZTool is a FREE ZBrush Tool, build with a very simple technique that allows you to change sculpted and painted details to quickly create different types of eyes for your characters and creatures.
Written by Pablander, The Multi-Eye ZTool is a FREE ZBrush Tool, build with a very simple technique that allows you to change sculpted and painted details to quickly create different types of eyes for your characters and creatures.