Jin Park

3D Art & Animation

Rating:

0.0

Price:

€10 /h

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Character Face & Expression Sculpting for Animation Rigging

0.0 (0 reviews)

Category:

3D Sculpting

File format:

FBX, Maya Project, OBJ, ZTL

Style:

Realistic

Delivery time:

7+ days

Revisions:

3

An expressive, well-built face is the core of any character-driven animation. I specialize in sculpting realistic human and creature heads with a focus on underlying anatomy and expression targets for rigging. This isn’t just a portrait. It’s a functional asset built to deform correctly. The package contains a neutral A-pose head sculpt with clean, animation-ready topology, a set of blend shape targets for core expressions like joy, anger, sorrow and surprise and corrective shapes for phonemes if needed. You receive the ZBrush project with layers for each expression, OBJ sequences of the shapes and an FBX with the mesh and blendshapes imported. For an additional fee, I can provide a basic Maya file with the shapes set up in a blend shape deformer.
I study facial anatomy, muscle groups and how skin slides over bone to make the expressions feel grounded, not just like a moving mask. This groundwork saves your rigger weeks of tweaking and results in more nuanced performance. The approach is used by indie animation studios and game developers who need film-quality facial acting without a film budget. It suits narrative projects where the character’s emotional journey is central. I work from your concept to build a face that has a distinct identity and the mechanical capability to convey a complex story.

€150.00

An expressive, well-built face is the core of any character-driven animation. I specialize in sculpting realistic human and creature heads with a focus on underlying anatomy and expression targets for rigging. This isn’t just a portrait. It’s a functional asset built to deform correctly. The package contains a neutral A-pose head sculpt with clean, animation-ready topology, a set of blend shape targets for core expressions like joy, anger, sorrow and surprise and corrective shapes for phonemes if needed. You receive the ZBrush project with layers for each expression, OBJ sequences of the shapes and an FBX with the mesh and blendshapes imported. For an additional fee, I can provide a basic Maya file with the shapes set up in a blend shape deformer.
I study facial anatomy, muscle groups and how skin slides over bone to make the expressions feel grounded, not just like a moving mask. This groundwork saves your rigger weeks of tweaking and results in more nuanced performance. The approach is used by indie animation studios and game developers who need film-quality facial acting without a film budget. It suits narrative projects where the character’s emotional journey is central. I work from your concept to build a face that has a distinct identity and the mechanical capability to convey a complex story.

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