CC4 Face Tools Plugin: Facial Profile Editor

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Hey, welcome to the last video in this tutorial series about the ZBrush Face Tool plugin for character creator 4 this video is going to wrap up all the work that we've been doing in the previous videos and we're going to actually start playing with the rig within CC4 and create the expression for our character. Not only that, but I'm going to show you how to edit the facial profile so that you can create something that is truly unique for each character you create. now the facial profiles with the character creator 4 a really fun and you can actually customize the expressions or the range of expressions for every character that you do. so for example, the range of expressions that I have in my face is going to be very different from yours. So you can actually customize each character in a different way. it's something that is a lot of fun and it's actually quite easy to adjust. Let's go ahead and jump straight into it. All right. So here we are, back in character 3 to 4, and this is my final character. So we are ready to start adjusting those facial expressions to create something really unique. Now let me just show you the ones that I already created. So these are the kind of like three screenshots of the ones that I want to aim for. So the one on the left hand side is just obviously an expression of anger. The one in the middle is kind of like an evil laugh, kind of like a joker type of thing. And on the right hand side, I have an expression of surprise. Now, even though you can identify those three distinctive emotions when it comes to human expression, there's so many subtleties, especially because you can have the same emotion, but with a wide range of creations within it. So it's all about the subtleties and that's what I want to concentrate on in this video. So creating this type of expressions is fairly simple, but customizing those expressions to truly create something that feels natural and that actually expresses that or conveyed that a specific emotion is it needs a little bit of tweaking. So let me just show you a comparison of these three emotions with the ones that I already tweaked. Alright. On the left hand side, I have this expression of anger that we can achieve fairly simple with the tools within CC4 the one on the right hand side is after customizing that, a specific expression of anger. so as you can see, what I've changed is very subtle, but it does make a big difference, right? So the expression of anger is a bit more extreme on the right hand side. And this is what I wanted to go for. Now, let me just show you a couple more. So again, the evil left on the left hand side and on the right hand side, I tweak the expression even more so that it truly conveys that sort of evil nature of the expression. Right. And then finally, we have the expression of, you know, being shocked or surprised. and this one has slightly more toys than the previous ones. But But when you compare the two expressions, you can see that there are a few things you can tweak to make it really, really expressive, right? So that's what I have here on the right hand side. now let me just go ahead and show you a couple more expressions, because now that we have the rig is fairly simple and we can go ahead and edit them. right. So we have a couple more expressions here. This one is, you know, maybe like I'm holding his breath. This one is maybe an expression of pain and he's just been hit hard or something. So it's just an expression of pain, a more neutral smile, like a more genuine, honest love, another one that is a little bit more pretentious, I would say. Another smile. I have this other one that is, you know, absolute disgust. So as you can see, once you edit the facial profile of your character, you will be able to create a wide range of emotions fairly simple. Let's go ahead and jump back into CC4 and let's create our first emotion. So for that, actually let me just bring back my reference board here. This is where I have all the images that I collected the first video of the series, let's go ahead and aim for something like an. A very angry face right. So I have these references here and these are ideal so that I can pinpoint specific visual cues of that expression. Right. Or things that will serve me as an anchor point to mimic in my character. So, for instance, I want to make sure that I have, you know, a very wide open mouth like most of these references here, even this one as well. Also, the platysma, these neck muscles, the tension here, that's another thing that I want to make very, very clear in that expression of anger, this one as well. Another element that I want to make sure that I focus on is to create a very wide open eyes like these one right here, or at least that I can show more of the sclera of the eye that sort of like wide color of the aid here at the top. Right. And I have another this one as well. So this is kind of like what I'm talking about. This is a very, you know, prominent feature of this expression. also the eyebrows is obviously a very important element. So I have a few reference here that I'm going to try to mimic. Right. To create my own expression. But that's kind of like what I'm looking at when I'm building these expressions. So let's go ahead and work on that specific expression of anger so that I can show you the entire process. So let's go ahead and click on edit facial. So that is here within the second tab of the modify panel. So click on edit facial this is a window that we've been using in previous videos. So I'm going to go ahead and start by pushing the eyebrows down. So let's go ahead and select these controllers and middle mouse button, push those down. So I already have a bit of an expression of anger there, just like I have in my references. If I bring this closer. In fact, let's just push this here so you can see what I'm looking at. We have the outer part of the eyebrow up. So let's go ahead and clear this up, select the outer part and middle mouse button, push those up as well. So that's not too hard. In this case, the eyebrows are actually a bit higher if I'm doing this specific example, it will be higher. But, you know, I have a few other ones compared to this. One is not as high, Right. This is a bit more angry. So, you know, it's just a matter of choosing. What are your references and what you want to go for. Right. So I just want to, you know, look at my reference and try to combine them all together to create my own expression But the important part is to identify what are the main elements of that expression to just to create it right or to mimic the same sort of feeling. right? So let's go ahead and do the same thing for the eyes. Maybe let's go ahead and take the eyelid, both eyelids, and push them up. So it's the eyes are wide open. I'm also going to make him squint a bit. So when I take these controllers, push them up. So now squinting and obviously let's go ahead and open the mouth. So I want to use maybe something like this guy reference, so it's clear that up. so like this controller here for the chin and middle mouse button to push it down. So when I open that mouth like so The other thing is the tension here around the neck. So for that, I'm going to clear this up And I'm going to go ahead and select this one and do the same thing for the other side. So now we have this intense opening of the mouth with a lot of tension here. But one thing that I want to do, it looks like the jaw kind of like push backwards, right? So I want to be able to edit all of that as well as the eyes. I think I want to push this even further so that, you know, I can open the eyes even wider. But, you know, even if I just select these controllers and I keep pushing up, that's as far as I can go. Right? Let me just do a couple more things. And when I make these, the nostrils go up as well. That also helps with the expression of anger. And I reckon I can push this even more like the jaw down a bit. All right. So this is as far as I can go with the with the jaw. So not too bad. But as you can see, there are a few things that we can change to make this expression, you know, truly, truly angry. Right. So let me move this out of the way because we're going to be using this panel as well. Now, this is just the muscles, right? That's what we've been playing around with. But you also have these predetermined expressions that you can double click and use if you want to. So you have angry as well. So you can start with something like this if you want to. I already started tweaking these, but I just want to show you that you can totally do it. So I'm going to double click on these D4_Angry and you see you just changes things a little bit. I'm going to undo that control Zed. Go back to what I had. But this one, what I like about this expression is that it's showing a bit more of the teeth. So let's try these D3_Angry. So this pretty good, right? So you can start with this. This is going to be kind of like your starting point and then you can modify it even further with the muscle. So we can just maybe take the mouth down a bit. And again, push the neck muscles or the platysma And another thing, another little extra tip is that you can enabled this symmetry with this icon here. So you can just do this at the same time, Right? So this is a lot better. So as you can see, you can use these expressions to start with a base and then you can further tweak it. At this point, you know, we're getting closer, but we can definitely improve and customize this a little bit more. so the next step in this tweaking of the expression will be this modified tab. so the modified tab access all the different sliders that are part of what I mentioned at the beginning of this video which is called the facial profile of this character. So for instance, if I go ahead and select the eyebrows here, you see we have a bunch of sliders and it's showing you which ones are in use based on the muscles and the expressions that we use. Right. So for instance, let's take the left outer brow and I'm going to push it even further so I can tweak these like so maybe the right one as well. And you see that we're starting to create something a bit more, you know, more unique. We can go ahead and drop this even more, right? I want to try to make things asymmetrical. And I'm just being very you know, I'm talking things just, you know, just a tiny bit. It has to be a subtle thing. Right? So I think in terms of the eyebrows, this looks good, but I want to push the corners of the mouth down. So let's go ahead and find the mouth base, this one right here and I want to go for the mouth. Smile let’s see, mouth frown. This is what I'm looking for. So mouth frown lower. So when I push this down, same thing with the right hand side. And we can tweak a few more things like, you know, bring the, the lips closer together, that sort of thing. But we can work on that. We, the mouth blending or even with the additional more. So when I go to mouth blend and push this like so All right. So very subtle things. All right. So let's say that you're happy with this as a as a starting point. Like I said, there are a few things that we need to tweak, but we have a clearly an angry expression. Right. It looks pretty cool. So let's go ahead and close this up. and when I say that there are a few things that we can tweak, I refer to, let's say, how wide this character can open the eyes. Or maybe, you know, the teeth are kind of like embedded. They're not you know, they're not moving forward with the jaw. So these are the type of things that we can tweak for this expression, right? it's something that can happen dynamically. So in other words, you would only have the placement of the teeth of the lower teeth in this case pushed forward only when you open the mouth. So I want to show you how to do that. But I just realized that we have must have lost the texture of the tongue here. So I'm just going to update that. All right. Let me just go ahead and change the color back to white so that you can see full, you know, the full texture. All right. So that's just a little bit better. All right. So let's go back to the step. And how do you tweak or how do you change the range of expressions that this character has? So that is done through the facial profile editor. All right. So what I'm going to do is I want to click on facial profit editor, and that brings this tab here on the left hand side. And right now it's grayed out. So once you bring this panel, you actually have to click on edit expressions and you see what happens. We're back to these default expression, all of these neutral expression. And now everything is available to us. So I can click on the Browse and we have pretty much the same thing that I show you in the in the facial editor, right? So if I click on the facial editor, which is going to get out of the edit expression and we go back to the one that we have prepared with these ones, I just want to show you that basically everything that I have here on these on this list, if I click on let's say the eyelid, for example, I have four sliders. And those are the same things that I have in here. So what we're doing is actually editing the range of this stuff. So let's go ahead and go back to the edit expression. We go back here to the neutral expression and this is important to understand. This is not the place to create the expressions. This is the place to adjust the range of those expressions. So in other words, we don't necessarily need to create the angry expression or the happy expression within this panel that is done within the edit facial. Instead, what we can do here is tweak the range of this specific areas of the face. that's why character creator 4 the character back to a neutral place. So let's go ahead and start with the eyes, because I think that's going to be easier to understand the concept of the editing of the expression. So let's get closer here. And like I said, we still have this artifact. Then what? I'm going to show you how to fix that after. So let's get closer here and I want to select the eyelids. There we go. so if I click on this slider and push the eye_wide_L up, you see, that is pretty much what we've done before. We just push that eyelid up and that's about it, right? But even though I'm 100% here, you don't see the top of the sclera. So in other words, we need to I want to push this a little bit further. So let's go ahead and do that. I'm going to bring in the modified type here of these morphs. If you don't see this again, you just need to bring in your modified panel here. you can also bring these morph panels from let's go back here from here. So you can just click on this icon expression tools I would open up these morph sliders. Now what we need to do is find the expressions, which is this one right here. So expressions within the head, let’s collapse, all of these, you might not have the headshot, you don't have that plug in, so I'm just going to collapse everything. So it's a little bit easier to see. So within actor, within head, we have the expressions. So the expressions that we have here are just a bunch of extras letters that allows you to tweak those, those facial profiles, right? So right now the only thing that I tweaked is the eye wide or the left eyes wide open. So let's go ahead and find eyes is also expand this and I want to click on whites right so this is letters right here allows you to exaggerate a specific expression. So in this case we only have this one. So let's go ahead and find the L for left wide, left high. So I'm going to push this even further. There we go. I mean, you can go ahead and push it all the way to 100. It is distorting things quite a bit, so I'm just going to push it back. and what I'm doing here really is just to determine what is going to be the maximum range for the blinking or, you know, opening the eyes. Right? So all I'm doing is just pushing the one that I already have and then using these sliders to adjust it. Right. And the cool thing is that you can combine multiple ones. I'm going to show you that in just a bit, but for now, I'm going to push these to 83. That seems to be okay. So this is going to be obviously very exaggerated. what I'm going to do now is update this slider. So I'm going to click on this thunderbolt here and this window will pop up. You can choose the split part, and that's is going to do it for both eyes. I like to do it manually. I don't know. I feel like I'm a little bit more in control. So I'm just going to leave this as default on the current slider. Click. Okay. and as you can see, this goes back to zero. So that means that whatever information we tweak with these sliders is now baked into the one that we use. So I can just go back to zero, as you can see is exactly the same as the other. I in fact, let's go ahead and push the right side up so that you can see this one doesn't have any of those tweaks. And I'm going to push the left one right. So it's quite, quite different now in order to do the other side, you don't have to go ahead and, you know, push the right one and do the same thing here and then bake it and all of that. You can just go to the one that you tweak. That's why I only did it in the left side. And you can click on this tiny icon here that says mirror or mirror expression data. So when I click on that and that basically bakes whatever we need in one side to the other side, there we go. So that's pretty good. So now we can take both, and for that we can also link them together. You see now they're green, these little link icon and we can push them both at the same time. That's it. So we now have changed the range of expressions or the range of how wide we can open the eyes. right. So let's go ahead and repeat the process with the eyebrows. I know I gave you a lot of information, so let's try to do it one step at a time. All right. I'm going to take my brow race outer l this one right here. And I want to push it all the way up. Right. So this is the expression that I currently have for my character, but I want to exaggerate it. So now that I am looking at this specific slider, I'm going to try to find the corresponding one. So let's collapse eyes. Let's go to brows, open that one up and you see we have actually less and a bit more space here. So you can see we have tweaks, we have inner and outer, and then we have compress and drops. So in this case, what we need to tweak is mostly the inner and outer. So let's find the L inner high. So the first one that allows you not the inner or the outer, that's what we are tweaking actually. So outer L high this one right here, when I push it up, just to add a bit of a exaggerated expression in there, not too much because it's going to start like breaking and distorting the texture too much. So again, you have to be subtle about this. So just a bit more than that, the normal range that I had. but another thing that you can do is potentially tweak the add the angle, for instance. So I think there is an angle maybe in the tweaks. Let's go to tweaks. There we go. So Angle L so that changes the angles. I'm going to exaggerate that angle even more. And also let's go ahead and change the curvature of L. So the curvature you can just play around with this sliders and see what they do. So the curvature just changes that volume a tiny bit more, just looking at it from different angles to make sure that the tweaks that I do are actually consistent. All right. So a value of ten seems to be working. Again, remember, we're not editing the entirety of the expression. we're actually editing an isolated part that makes part of the entire motion range, right? So it's just this area of the eyebrow, right? We're not trying to create this expression. It's just this tiny section here. All right. So now we've done the tweaks. In fact, if you wanted to, let's say that if we push this eyebrow up, maybe the eyelid can also go up a little bit. You can do that. So let's take the eye and let's go to wides. And I was going to push this slightly up a bit. So just a tiny bit so that when the character raises the eyebrow in this fashion, this also goes up a bit. Let's also select the tweaks and I think for the for the most part is fine, actually, let's leave it as it is. So as you can see, I tweak the eyes and the eyebrows as well. Multiple sliders and we're not bake. All of those things that I did into this single slider when I click on the Thunderbolts. So this is the next step. A quick update. and I'm going to leave this as default on the current slider. That's what I want to bake those into. Click okay, and that's it. So now we have an eyebrow that goes up and as you can see, it's sort of like pushing the eyelid slightly up. Let's go ahead and compare it with the one on the right hand side. So it's a right but it's not the same, the same range. Right. So again, just to sort of like mirror or copy this effect into the other side, all we have to do is in the one that you edit, the one on the left, I want to click on Mirror Data and now we have it on the right hand side. So now now if I link them and I just like to do this just to test them. At the same time. actually this one's linked all of them together, so I'm just going to do it manually. All right. So that's it. I think this is pretty useful and that allows us to push the expressions even more. Alright. So I'm going to do a couple more just to make sure that the process is crystal clear. I know there are a couple of steps involved. Let's go ahead and take the maybe the brow drop or the brow compress is thinking what would be a good one? Let's try this one. the brow drop. All right. So for that, let's go to the drops and compress or compress and drop. Sorry. Let's find the lower one when I push it down a bit. So let's find the intersection. When I push it closer, you see, all the sliders contribute to different parts or different areas and make very, very subtle changes. Rotate that a little bit and reduce that compression. Maybe. All right. Something like that. You kind of like hide most of the eye. Again, this is a bit exaggerated. I I might not push these eyebrow as low. But it's good to have the range in case I want to use it. All right. So I took a few sliders. Let's go ahead and update it with the thunderbolt. Okay. And I'm going to go ahead and mirror to the other side is straight away. There we go. And we have the drop ready to go. And, you know, because we already created the dynamic wrinkles, everything is working together nicely. Perfect. All right? So we have edited the eyes and the eyebrows, as do the mouth, because I want to show you something else. So let's click on John and I want to push this jaw open. So that's pretty good. But I want to exaggerate these even more, right? So what I'm going to do is just go ahead and find a jaw. Yeah. And mouth open. Hi. So I'm going to push this down even more like so. and that's pretty good. And let's go ahead and tweak the actual mouth or the shape of the mouth, because right now, the, you know, the jaw is working. so, yeah, that's not too bad. But I do want to change the mouth, like I said. So I'm going to click on mouth and I'm going to find the ups and downs and maybe the lip curls as well. Let's start from the bottom here. So this allows you to change subtle things, right? So like I said, I have my references next to me. So if I bring them really quickly, you'll see some of these expressions. In this case, I think this is Simon Pegg. You know, can see all the teeth in there. So I can try to achieve that. but remember, we're not creating the expression. We just creating the range of what happens when the character opens the mouth. So if you want to create these expression right, you can do it afterwards. You can open the mouth and then you can pull and push the lips around, right? So I don't want to create these. I want to push this up. On the contrary, I want to pull this down a bit. So that name kind of like the skin on this area of the lips are pulled down as the jaw drops. So when I try to find something like that, maybe this would help. Yeah, it's kind of like pushes down things a bit. I'll do it with both sides. And I could do this, you know, symmetrically. But again, when it comes down to the expressions, the they're more asymmetrical, I think the more interesting it would be I’m gonna click on ups and downs. Let’s push this down a bit. There we go. Tighten the lips. and when I'm playing with these things, I'm not necessarily reading exactly what I what I need to find. I'm just like playing with this sliders. See what they do and say not this is not what I need for these expression. All right something like that. also going to go to the tweaks and change the depth. Maybe the width is probably something that is going to make a big difference. So as the character opens the mouth, I want it to, you know, the entire gap to become like a bit narrower like this. this is an important one. The upper depth, when I try to make it a bit consistent. All right. So a lot of back and forth and but but I think you get the idea. You have a lot of control on the different sections of the expression or the different sections of a specific slider. All right. So this is all good, but I want to show you that, you know, what I mentioned about the teeth that are not in place. You can actually tweak that when the character opens his mouth. Right. so what I'm going to do is click on this icon right here. So the four one, two, one, two, three, the fourth one right here in the expression tools that is going to open the proportions. So let's go ahead and click on that and you see we now are in this attitude section right here, and this is being grayed out temporarily. So what I want to do is with these proportions enable you see the rig or the bones of the rig of the face. I want to select the one here at the bottom, which is for the teeth. And I'm going to click on this icon to bring in this gizmo and I'm going to push this forward. So let's go ahead and from this angle so you can see from the green arrow, the Y I’m going to push it forward and down a bit. Right. And let's have a look at the top one as well. So I'm going to click on the piece at the top and push that forward tiny bit as well. All right. So I think that works. Let's go ahead and click on proportion again. So now you see we have the teeth updated when the character opens the mouth. So all we have to do now again, we changed some of this sliders and we change the placement of, let's say the teeth. You can do the same thing with the tongue, by the way, but I think it's fine as it is. Let's go ahead and click on the thunderbolt again. This is the next step to update whatever you do with sliders, whatever you do with their placement of objects, you go ahead and click on the thunderbolt and that updates this specific slider, which is the profile or the facial profile for this character. So now when we open the mouth, you see the teeth. Now go in there. What's great about it is that I want to do it from this angle so you can see that they're going to slide slightly when I push it back. So you see that it's actually going back to the original position because it's the natural position when the character has the mouth closed. So it's only kind of like sliding forward when we open the mouth, which is pretty cool. So we've edited the eyebrows, the eyes, the eyelids mainly, and the mouth open. We can now go ahead and see what this looks like with the expression. So I'm going to go ahead and click on edit Expression, get back. And you see we have a really angry face, right? And this is because, you know, we didn't account for, you know, how much we're pushing those controllers to create this angry face. So we're going to have to, you know, knock it back down a little bit just to make it a bit more realistic. All right. So let's go ahead and click on Edit Facial. And when I click reset to zero and I'm going to go ahead and start with an expression of actually, I do already show you how to create the, you know, the angry expression, or what I would do to create that angry expression. Let's go ahead and try something else. Maybe the fear so let's go to fear. just to start up with something. And when I click on this, this one right here. So this is pretty similar to what I have. It's a bit more intense. This one right here, Let's try something else. Probably this one is it's a little bit closer to two what I want to achieve. All right, so this is my starting point. So now I'm going to go ahead and click on Modify, go to my eyelids. and because we changed their facial profile, or in other words, we change the range of the expression of this character, we we will be able to change the expression a bit. So we're going to push the eyelids up. So that is really, really surprise. Again, you still have these this awkward artifact. I'll show you how to tweak that in just a second. I want to cover the expression, so just ignore that and we'll fix it in a bit. I'm also going to go to the mouth base or mouth blend. Actually, and I'm going to start pushing things up so the mouth pull lower role. This has to be very subtle. All these things. Alright, let's go ahead and take the mouth move. And when I push that one up a bit and I'm also going to take the jaw and drop it slightly. All right. So that's not too bad. Let's go ahead and push the eyebrows as well. So I'm going to go to eyebrow, I gonna push the inner brow up as well and let’s compress those eyebrows a tiny bit more. All right. And maybe we can go ahead and squint or just change this squinting a little bit. So I'm going to click on eyelid and reduce the squint. There we go. so that's not too bad. It's a pretty good expression and it only takes a few seconds. Now that we have a wider range of motion for every single slider because we tweak the facial profile. All right. So as you can see, creating these expressions is fairly simple once you have the facial profile or the range of expressions. So I'm going to click this, I reset this to zero, and I want to show you how to tweak the, you know, things like that. Ambient occlusion thing because again, it is like really, really simple. So when I get closer here, all right, so this artifact that you can see here is because there is an ambient occlusion mesh that is kind of like out of place because of all the tweaks that I did in ZBrush probably. So let's go to this scene and if I open up Kevin we have this base occlusion. So that is this. and let's go ahead and switch to wireframe so you can see it. So this is the piece of mesh that is kind of like overlaying on top of the eye and it's producing that nice occlusion. So if I go ahead and set this back to normal, I turn it off. will be able to see the true color and intensity of the eyes. But that doesn't look as realistic as if you have the occlusion on. Right. So with the ambient occlusion or this little mesh, we can actually tweak it in the same way that we did the expression. And in fact, you will be able to tweak that that occlusion based on the on the range of expression. So I'll show you what that means. Just a single. Let's go ahead and tweak it first. so let's go all the way down here to the base occlusion. There we go. So we have a bunch of sliders just to tweak the placement of these occlusion. So I'm going to do it with the left hand side. You see, I have these inner or these EO stands for eye occlusion. So I occlusion inner high. So in a high left, that's on the left hand side. So that's not what I need. I need it on the other side. Let's do the upper height. As you can see, if I push this, I'm literally moving or adjusting that mesh. So I want to push this up. This was down. Just making sure that I am talking only to the left hand side so that I can show you a comparison of both. So the inner outer, this is the one that I want to make sure I get right. And then the upper high, lower, high as well. And then let's go ahead and push this inner not this one. Sorry. The the width this one right here. So what I'm doing right now is fixed that ambient occlusion and as you can see is for the most part fix. I think we need to also push the upper area as well. It's just a matter of finding which one is the one that we're editing. We just need to concentrate on the upper high inner, upper high or inner lower. That's not what we need. Upper high, inner high left, upper high left. There we go. All right, so that's it. So that is basically tweaking that ambient occlusion in the neutral posts. And you see, I'm going to only do it in one side so that, you know, I don't subjected to all of those like little tweaks And that way I can show you the comparison between the two. All right. So now that I have this, I can just go ahead and go back to the facial editing. And I want to use let's use the muscle, because it's just a lot easier when I open the eyes up and also the eyebrows. Let's push those eyebrows up as well. Not that much. As you can see, I have a wide range now, so I have to be a bit more careful. There we go. So and maybe we can also squint a tiny bit. All right. So as you can see with these very extreme poser, extreme emotion or extreme expression, we still have these areas in here. So that is because we change or we tweak the facial profile. So in an ideal world, you want to tweak or you want to get rid of these add effects of the ambient occlusion before you tweak the facial profile. But if you don't do it, if you just following along and did it exactly the same way that I did it, don't worry. I'm going to show you how to fix that right now. So let's go ahead and click on facial editor. And this actually reset these back to zero. And again, facial profile editor. I want to enter into the editor and I'm going to select my eyelid and I want to push that eyelid, not the squint. Sorry, the eye wide left as you can see. And as I push this, you see that the ambient occlusion is actually changing. Right? And that is the reason why I said it is better to do it in the neutral pose first and then you come into your facial profile and tweak it. But it doesn't matter. We can just go ahead and push this all the way up and go to the modifier. So these morphs here and we can scroll all the way to the ambient occlusion here and we just need to do it again so that it matches these specific expression. So on the left hand side, let's do, you know the inner is fine. All right. So just with a little bit of tweaking, again, I'm going to leave the other one as it is. But as you can see, we can tweak the placement of that. I'm in occlusion. And in fact, you can do the same thing with the tear line as well, which is those nice reflections that you have here at the bottom. But in my case, he's fine. So as you can see, it's very easy to just go through these sliders, tweak those, and then we just need to make sure that we update this specific slider. There we go. Just click. Okay. And now when I open the I, we have a very nice, consistent, you know, sort of behavior for that sort of ambient occlusion. So that's pretty good. Let's go ahead and compare it with the with the right hand side and see, you know, seeing this artifact is quite annoying. so that's how easy it is to update your let's say you were I mean, occlusion or the tear line just using the sliders and the facial profile editor right. So just to wrap up this entire series, I want to show you a couple more things that are really, really cool. So let's go ahead and reset everything, right? the thing that I want to show you is that you can create your own custom sliders for expression. So in other words, if you are within the facial profile editor, you can go ahead and create an expression using these tools and then save it as a single slider. So just for fun, let's go ahead and squint the eyes. Maybe, maybe open the eyes a tiny bit. I'm just going to do something a bit random. Let's go to the eyebrows. Push that up like so, and maybe this one down as well. I don't know. Something interesting. Let's use the mouth base. Do a bit of a cheeky smile. Let’s go to the jaw, maybe open down a bit. And that's it. Maybe also the eye look. You can also make the guy look, you know, the different way. All right. Something like that, maybe. Let's go to the jaw and I'm going to twist things I push this forward, twist it, again, it's a bit random, but it's one to show you that you can combine all of these sliders into a single slide or a single customs slider and let's go to mouth blend. All right. So I don't know what type of expression this is. This kind of like a bit annoyed about someone, you know, looking on there on the right hand side. So we have these ready. And as you can see, I moved and I tweaked a bunch of these sliders. So now I can go ahead and click on create new slider, here is button right here and this will come up and we're going to within the custom category, leave this as default. I'm going to call this one weird look, right. I want to make sure that is the current morph. And if you want to, you can also maybe take a screenshot of this face. Right. And save it as a as a bitmap and is loaded from here. But you don't have to just click. Okay. And now we have within the custom category we have these weird look so from zero all the way to we look. That's how you can create custom expressions. in other words, I could take my, my three expressions. For example, these ones right here took them all within the facial profile and save them independently as different sliders. So I can just use a single slider to create that expression in one go. So that's how you can save expressions. Now let's go ahead and get out of this facial editor. Let's go back in here into the facial or edit facial and we can go to the modify tab. And as you can see here at the bottom, we have custom and now we have our custom slider, our weird look. So we don't need to, you know, combine all of these letters, we can just go, Yeah, give me that weird look. Right. So that's how you can save expressions and you can have multiple sliders in your custom category. You can have multiple categories as well, all within the actually, let me just show you that very quickly. You can go to edit expression. Let's do something else like crazy eyes or something, right? So something like that. You can just go ahead and create a newsletter. And here in the category you can create your own, so you can add it to custom we can call it my morph. That's it. And the name would be crazy Click okay. And that we have a new category. So we have our custom category with the weird look, and this is obviously combining both of those sliders. And then we have the my morph category, which just is so you can have multiple categories and multiple sliders within each category get out of these one. and just go ahead and click on edit facial and we have my morph. You have the crazy one and then we have the custom. Now what's cool about these is that once you have these singles later for an expression, you can go ahead and tweak it. So when I pushed jaw open forward, maybe the eyelids squint a little bit more and the eyebrows also, you know, you can use these ones or you can use the muscles as well. So you have a lot of control and you know, so it's a lot of fun to play around with these. at this point, all the hard work and everything that we've done with the expression sets and the dynamic wrinkles and all that, it's done. It is just about playing with your rig and your character and customize it to, make it truly unique. All right. And the final thing that I want to show you, let's go ahead and close this reset the back to zero is that you can also test your expressions or the range of your expressions with some of the animations that come with CC4. So let's give this a bit more room so that you can see here at the bottom I have the animation player. If you don't see that these go to window and find it in their, animation player F9, I want to click on this dropdown within the motion. I'm going to go to the facial category and you have a few things. so there are a few things here that I like, like the full face or also the extended linear you might not see extended, you might only have standard, but you know you can have it, but you know, just play around with these ones. So if I click on full face is going to load an animation for the entire face and I can just go ahead and play it and you see actually just go ahead and do it a little bit faster. So it is using all the oldest letters that we have actually pay attention to the right eye that we didn't change or that we didn't fix with the ambient occlusion. So you can compare all these expressions how the one on the left hand side looks a lot better than the one on the right. Right. So that's the idea. But yeah, we have a full range of expressions, we have the dynamic wrinkles, everything is looking fine. I'm pretty happy with how this character turned out and and yet this is pretty much it. This is the entire process. I want to go ahead and load up the final expression of maybe the angry expression so you can see that it is done within CC4. So I'm not going to save any of these changes. This is just to cover the process. And here we go. So here is my expression in CC4. So this is my angry expression. I just change a couple of things in terms of the lighting just to create something a bit more intense for these renders. that's something that is fairly simple to do. Again, it is out of the scope of these tutorial series, just so that you get an idea how easy it is to update things in CC4 I'm going to show you in the content. Let's go ahead and push this up. You can click on this scenario here or this stage. Click on that one right here. And you have a bunch of you know, pre-made things that you can just load up. So I can go for something a bit more dramatic, just drag and drop it. And now we have a different lighting scenario for this angry expression. This is actually not too bad. And you see everything is working fine. We definitely can tell that this guy is angry. So, you know, pretty easy workflow once you get the hang of it, is just about understanding the different steps. And that was the idea with these series, just to essentially give you all the different steps in different videos. I'm going to go ahead and click on edit Facial just so you can see that this is still editable. Like we can just change things and convert these expression from, you know, a very, very angry expression to an extreme surprise or like scare. So let's do that really quickly. that we also a pretty easy thing to do, you know. again, this tutorial series is focusing on the face and the expressions. But remember, you have access to all of the other cool things about CC4 so you can just go ahead and edit posts. For example, let’s turn this off you know, and move the arms around and create a, a very unique expression with your character. And there we go. This is the end of this series. Hopefully what I showed you in these videos has been of help and will help you to create your own custom characters with custom expressions. I'll see you next time. Cheers!
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Channel: Pablo Muñoz Gómez
Views: 483
Rating: undefined out of 5
Keywords: Character, creator, CC4, Face, Tools, Plugin, Facial, Profile, Editor
Id: qiMkjH78PNI
Channel Id: undefined
Length: 42min 21sec (2541 seconds)
Published: Fri Mar 01 2024
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