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Digital Lexi - Breakdown

Breakdown shots of Digital Lexi.

Tech Specs:
Everything captured in UE4 4.26. Our minimum target framerate was 60fps, rendered on a GTX 2080ti, with Raytracing enabled (shadows, reflections, occlusion, GI)

The Head:
Alexa's head was scanned at Infinite Realities, and over 200 FACS scans were created. I was responsible for working with our research team in aligning, processing, and cleaning up the scans for the rig.
Skin shader is based off of Saurabh Jethani's work, which is based off of the Mike Seymour demo, and modified for this project. The shader uses a Subsurface Profile with Burley enabled. The shader also has a material function to have blendshape wrinkle maps triggered via Blueprints.
Eye shaders are based on the Mike Seymour demo & MetaHuman project, with some adjustments specific for this project.

Hair:
Hair was done in XGen, and is made up of 20+ descriptions. Her hair is using the new UE4 groom plugin, and is composed of over 20,000 in game strands for the main groom, plus additional strands for eyebrows, eyelashes, and vellus hair.

Clothing:
We chose to do a leather jacket on Alexa, due to additional complexity that could show off the modeling and rigging talents at Cubic. Our previous project that we worked on, Siren, wore a dress with no sleeves, so we wanted to push ourselves and improve our technical skills with this character.
Clothing was built from a variety of scans which I did in the studio. Scans were processed through Reality Capture, and cleaned & modified in Zbrush. Blendshapes were made from scans, and adjusted to fit the rig.
Clothing shader is fairly simple, with a mask driving regions for detail normal maps, with cavity contributions to the albedo. roughness, and occlusion.

Other Notes:
When Alexa was visiting the studio, I captured her in a room with calibrated lighting, and created an HDRI panorama of the capture room, using that as a base for lighting in order to match her as closely as possible. It was an interesting process, as we didn't have an HDRI of the scanner, but it worked fairly well during the calibration look dev stage.

Special Thanks:
Many thanks to the rigging team at Cubic, Nicole Mustoe and Ilke Allers, for their work in rigging her and creating corrective blendshapes, and Anatole Menichetti for technical support.

FACS rig showcase

Skin Material

Skin Material

Clothing Material

Clothing Material