Uploaded September 2024 | Updated September 2026, 3 weeks ago
Blur Studio’s Adam Spring covers all the essential aspects of capturing FACS scans and processing the data into isolated blendshapes: thegnomonworkshop.com/tutorials/creating-facial-blendshapes-using-photogrammetry
FACS PIPELINE USING LIGHTROOM, METASHAPE, WRAP, MAYA, ZBRUSH & PHOTOSHOP
Blendshapes and photogrammetry data are two very important elements when creating realistic human facial rigs in 3D. Instructor Adam Spring, Facial Modeler at Blur Studio, covers all the essential aspects of capturing FACS scans and processing the data into isolated blendshapes. He then looks at how these blendshapes can be used within a FACS based facial rig.
In this tutorial, you will explore how to capture scanned facial expressions and process that data into isolated blendshapes. You will learn how these facial shapes can be used to create a FACS-based facial rig, and will take a look at integrating expression texture maps into a facial rig, which will be dynamically driven by the isolated facial shapes.
Adam begins by covering how to capture and process multiple FACS scans with a single camera. For this exercise, he uses a DSLR and processes the data in Agisoft Metashape. The focus then shifts to wrapping and cleaning up the scan data before moving onto the final stage of the workshop: Creating a Blendshape Rig & Dynamic Shader in Maya. During this chapter he focuses on how to integrate the FACS scans into a facial rig, by isolating different areas of the scans in ZBrush to create multiple blendshapes that can then be imported into Maya. He then demonstrates the fundamentals of blendshape rigging and explores a simple approach to linking dynamically driven skin textures to achieve even more realism.
This workshop aims to teach all the necessary skills you need to create FACS-based blendshapes that can be used in any facial rig for either a games or visual effects pipeline.
CHAPTERS:
— FACS & Photogrammetry Theory
— Preprocessing Images in Lightroom
— Batch Processing Scan Data in Agisoft Metashape
— Cleanup Prep in Wrap
— Rigid Alignment in Maya
— Neutral Cleanup Summary
— Optical Flow in Wrap
— Cleanup & Reprojection in ZBrush: Part1
— Cleanup & Reprojection in ZBrush: Part 2
— Texture Transfer in Wrap
— Texture Cleanup in Photoshop
— High Pass Displacement in ZBrush
— Creating a Blendshape Rig & Dynamic Shader in Maya
For more workshops by industry professionals that will help you take your creative skills to the next level using industry-trusted software, check out our complete video tutorial library at thegnomonworkshop.com/tutorials.
Blur Studio’s Adam Spring covers all the essential aspects of capturing FACS scans and processing the data into isolated blendshapes: thegnomonworkshop.com/tutorials/creating-facial-blendshapes-using-photogrammetry
FACS PIPELINE USING LIGHTROOM, METASHAPE, WRAP, MAYA, ZBRUSH & PHOTOSHOP
Blendshapes and photogrammetry data are two very important elements when creating realistic human facial rigs in 3D. Instructor Adam Spring, Facial Modeler at Blur Studio, covers all the essential aspects of capturing FACS scans and processing the data into isolated blendshapes. He then looks at how these blendshapes can be used within a FACS based facial rig.
In this tutorial, you will explore how to capture scanned facial expressions and process that data into isolated blendshapes. You will learn how these facial shapes can be used to create a FACS-based facial rig, and will take a look at integrating expression texture maps into a facial rig, which will be dynamically driven by the isolated facial shapes.
Adam begins by covering how to capture and process multiple FACS scans with a single camera. For this exercise, he uses a DSLR and processes the data in Agisoft Metashape. The focus then shifts to wrapping and cleaning up the scan data before moving onto the final stage of the workshop: Creating a Blendshape Rig & Dynamic Shader in Maya. During this chapter he focuses on how to integrate the FACS scans into a facial rig, by isolating different areas of the scans in ZBrush to create multiple blendshapes that can then be imported into Maya. He then demonstrates the fundamentals of blendshape rigging and explores a simple approach to linking dynamically driven skin textures to achieve even more realism.
This workshop aims to teach all the necessary skills you need to create FACS-based blendshapes that can be used in any facial rig for either a games or visual effects pipeline.
CHAPTERS:
— FACS & Photogrammetry Theory
— Preprocessing Images in Lightroom
— Batch Processing Scan Data in Agisoft Metashape
— Cleanup Prep in Wrap
— Rigid Alignment in Maya
— Neutral Cleanup Summary
— Optical Flow in Wrap
— Cleanup & Reprojection in ZBrush: Part1
— Cleanup & Reprojection in ZBrush: Part 2
— Texture Transfer in Wrap
— Texture Cleanup in Photoshop
— High Pass Displacement in ZBrush
— Creating a Blendshape Rig & Dynamic Shader in Maya
For more workshops by industry professionals that will help you take your creative skills to the next level using industry-trusted software, check out our complete video tutorial library at thegnomonworkshop.com/tutorials.










