The term 'Uncanny Valley' was originally coined by Japanese robotics professor Masahiro Mori back in 1980 and suggests that as we get close to human realism a huge dip in a ‘familiarity’ graph occurs, indicating a sudden negative response. Now the Digital Human League, a superteam of Hollywood visual effects artists and researchers, is looking to bridge the gap with the creation of convincing synthetic humans.
We revisit one of our favorites, a dandypunk, to see what new creative heights he's reached with his unique blend of animation, projection mapping, and performance.
Pixar's new animation system allows animators to visualise their characters with all the important detail visible. Like hair!
It's not easy to make a photo-realistic animation of an eye, but this proves that it can be done - complete with peach-fluff!
The Blender Foundation has released Blender 2.70 – the first release of the 2.7x-series. That series will incorporate major changes to the UI. But unlike the switch from the 2.4x to the 2.5x-series, the changes will be integrated gradually
It's really, really hard to create a GGI human face that's convincing. If you know this, then you also know the reason why so many blockbuster movies (Antz, Bug's life, Cars, WALL•E etc) have been about things and not humans
3D animation company 3Lateral shows off an impressive facial rigging demo from its work on the Xbox One release title Son of Rome. Plus, a bonus video of the 3DLateral scan process!