"Face" is a "Face"
of "Half-Life2" |
forGamer, Zenji Nishikawa (following, ZEN)
First question is which process did you take charge of in "Half-Life2"?
Bill Van Buren (following, BVB)
I mainly generalize the modeling of a face, and other technology
relation, and am also participating in producing the game's contents,
or sound-related direction.
ZEN:
Please tell me about the circumference of facial expression in "Half-Life2".
There was an explanation on "eyeball shader" in today's
presentation. You said "eyeball shader is reproducing the refrection
of the scene to eyeballs", then, how does it specifically process?
I suppose whether the environmental map is prepared or it may be the
technique of a multipass rendering system.
BVB:
In fact, that is a kind of fake. The blightness is projected as
if he sees the light source in the scene "from his eyeballs"
at the time of seeing. Although there is no technique like an environmental
map, it is equally effective when we glance his eyeballs.
ZEN:
I see. Probably, that is the cost-effective technique. Since the light
in eyeballs also moved when the character and the light source moved,
they were seen like lively eyes. How about eyelids?
BVB:
The trick is realized by changing the outer skin of eyelids.
ZEN:
40 control points are used in the character's facial expression in
"Half-Life2", and I heard that displacement of the points
was carried out for the expression. Could you tell me the system?
BVB:
There are 34 vertex for controlling expression in the character's
face, and the expression is made by such displacement. Since performance
falls greatly, we have not used bones inside of a face.
ZEN:
How is the animation of facial expression made?
BVB:
This is the so-called key frame animation. If there is information
on the displacement of the vertex in the beginning and the end of
expression, changing expression is reproduced by arithmetic vertex
coordinates change.
ZEN:
Although the skin of a face model looked very real, is it because
special shader is used? It seems that so-called "skin shader"(*)
began to be used in the ATI or NVIDIA GPU demonstration.
BVB:
We don't use the so-called skin shader, in order that we may express
the textures of the skin. We take care so that it may not become
the vinyl textured skin,like old games.
The speculer mask is applied to parts such as a cheek and a nose,
in order to express the glisten or sweating skin.
ZEN:
I heard that holes of a nose and ears and the hollows of eyes are
carrying out shade processing using a parameter like self-cover degree....
BVB:
At this point, we are working carefully and it has become a texture
based expression now.
ZEN:
That is, to say, a dark part of a face is covered by the texture,
and is made dark.
BVB:
That's right. Since we took considerable time for designing faces,
please check them well. Some 2500 polygons are used only for modeling
one face.
ZEN:
How is the hair? I think it is like the "feathered hair"
using the anisotropic lighting.
BVB:
Absolutely. When the hair needs to be expressed, we use the technique.
(*) skin shader : Blood and
flesh are covered by skin and the translucent skin reflects light
intricately. The shader reproducing the textures of skin is especially
called skin shader.
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The brilliance in eyeballs
is expressed by reflecting the light source position in a scene.
That is the secret of lively eyes. |
The control engine of
expression was inspired by Dr. Paul Ekman's cooperation who is
the professor of psychiatry of the California medical school,
and is prominent in the field of psychology. |
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