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Audio2Face Character R&D

I was contracted to prototype a fully rigged game character based on a reference image to be used with NVIDIA Omniverse Audio2Face lipsync in Unreal within a week.

Retargeted Idle Anim test + Omniverse Live Link. Disregard the latency due to low system specs

DIY MetaBody Mocap to Unreal

DIY MetaBody Mocap to Unreal

Animation Retargeting Setup for said mocap

Animation Retargeting Setup for said mocap

Made variations of character face

Made variations of character face

Character (custom metahuman blueprint) controlled by NVIDIA Audio2Face ARKit stream

Character (custom metahuman blueprint) controlled by NVIDIA Audio2Face ARKit stream

Upscaling & repainting textures, revision from client notes
In-editor screenshots

Upscaling & repainting textures, revision from client notes
In-editor screenshots

In-editor screenshots (studio lighting)

In-editor screenshots (studio lighting)

Character (custom low poly character - non metahuman) controlled by NVIDIA Audio2Face ARKit stream

Character (custom low poly character - non metahuman) controlled by NVIDIA Audio2Face ARKit stream

Character hand painted texturing to match the style of "Fortnite"

Character hand painted texturing to match the style of "Fortnite"

NVIDIA Omniverse Live Link with custom non metahuman character

NVIDIA Omniverse Live Link with custom non metahuman character

UE5 rig

UE5 rig

Control Rig

Control Rig

46 / 52 blendshape setup for Omniverse / ARKit

46 / 52 blendshape setup for Omniverse / ARKit

USD generation of blendshapes

USD generation of blendshapes

Omniverse setup

Omniverse setup

UVing character

UVing character

Modeling character

Modeling character

Hair uses curves, later retopologized into single mesh and painted.

Hair uses curves, later retopologized into single mesh and painted.