Let's get this show underway!
rendered in Cycles.
Kami is intended to be used multiplatform with as much consistency as possible - good for realtime VR, virtual production. From as little as a profile picture right up to a virtual actor in a movie.
Demonstration of the Synth / Demon toggle in VRchat. (Unity)
The iris geometry has different animation states which can be switched on the fly and combined to create new iris shapes.
6 states that can be individually toggled on/off = 720 possible.
I have created some 'favourites' to pick from also. (Unity)
360 turnaround in Unity. There are particle systems set to work as booster jets for locomotion .
Idles, chilling.
Unity 2019 BIRP.
Face capture testing. Using ARkit data to drive perfect sync keys.
Faceit plugin for Blender was really clutch here, making the process much more automated and non-destructive. (Blender)
360 pano, since we're talking VR! (Blender)
(AUDIO NARRATION)
Face capture using a regular camera / Android device.
¦¦¦ KAMI V4
KAMI is a realtime character designed for multi-platform use in VR and virtual production platforms - Unity and Unreal are the main targets, with additional usages in 'V-tubing' and other motion capture softwares as a secondary.
Designed as a ground up identity that is operable and recognisable across the board, she therefore is required to be optimized for real-time while keeping within a fairly standard material workflow. (basic glTF compatible textures - RGBA/NRM/RGH/MTL/EMM)
Primarily, this will be used as a full-body 'avatar' in VRChat, and as a digital identity (streaming, video content, social media)
TOOLS:
Blender was used for the poly modelling and mesh creation.
The Faceit plugin available for Blender was used to create the ARkit / Perfect Sync shapekeys for the face.
Animation rig was created using ARP Match-to-rig - animation controls are generated for an existing rig.
Substance Painter was used for all texture and material work.
Substance Designer was used for some font creation and decal creation.
Krita was used for some alpha creation, namely some radial height stamps.
Renders were created in Blender (Cycles), Substance Painter (Iray) and Unity 2019.4 (BIRP)
Unity content (Unity, VRchat) makes use of Unity 2019.4 BIRP, and motion is recorded with SteamVR.