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Lets Take A Look: Facerig's Potential Competitors

Discussion in 'Other Software' started by Navihawk, Apr 23, 2015.

  1. Navihawk
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    Navihawk Ardalys' Rider

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    It hasn't been that long since FaceRig came to us, and it has been an amazing program so far; but I've started to do some digging on potential competitors to FaceRig. So far, I've only found one other program in development that could possibly rival FaceRig which would be MashMe.

    Video using MashMe as part of a hologram demo



    Recently, MashMe released a new video of it's software that appears to be intended for the same purpose as FaceRig.

    From what I understand, the software was relying on a Kinect or similar tracking technology beforehand, but it appears that the team is working on making it work with just a regular webcam; at least for head and arm tracking.

    In order to do full body tracking, you'll still need a X360 Kinect.



    I think the virtual avatar scene is going to get pretty interesting in the next year or two, in terms of alternatives at least.
     
  2. Jack9333
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    Jack9333 Well-Known Minion

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    Awesome! I just hope that the face rig devs start working on making the process of content creation easier for artists soon. That very well could be the deciding factor in which program becomes more successful.
     
  3. Navihawk
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    Navihawk Ardalys' Rider

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    definately. the current pipeline is absurdly difficult for most people to use.
     
  4. Jack9333
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    Jack9333 Well-Known Minion

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    Tell me bout it XP
     
  5. Dragos
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    Dragos New Minion

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    Yes, we are working on making importing custom avatars easier . Figuring out how to bring down walls for easier custom creations has been on our minds for the past few months.
    The trick is, the better you want your 3d avatars to look, the more difficult and time consuming their creation becomes. The tighter the rules are, and the more strict the artist needs to be with conventions. There's a reason why impressive CGI movies do cost a lot to make, building those assets is a lot of hard work, and the level of complexity is not trivial. For achieving this in real time, even more restrictions pile up.

    We can ( and mostly will) simplify the import pipeline restrictions, and cut down on the finer features we expect from these models, so that beginner models, or generic asset-store-grade models can be brought in easier (btw all of the facerig original avatars are custom made from scratch, not taken from an asset store), but that means sacrificing a lot of the finer features (relating to how these models will actually behave in FaceRig, and the interplay between the animation shading and lighting) that made these avatars stand out. Is this really what people want and expect from FaceRig? We want to reach the quality of CGI movies with FaceRig , and move away from the rendering quality of last-gen console games ( and hopefully even surpass current gen).

    There is also the path of the in-app avatar creator. A custom in app, slider based avatar creator that can produce avatars both human and non human, that look alive, consistent and visually amazing (not using overly stretched textures or frankenstein's moster -like aspect by putting together bits without material transitions) . That kind of avatar creator tends to have in it hundreds if not thousands of pre-made and pre-tuned assets and many hours of engineering. It typically cannot be built without a lot of resources (remember we're not talking about average results here, but something up to date for the current state of the industry). There are triple A budget MMO's that have poured millions into their character creation engines, and have still been flamed hard for the results being sub-par. Think about this: How many iterations did Bethesda did have to go through with their character creator, before having good looking characters in the TES series? We have been in game development for 10+ years, we know can optimize a lot of things, by building it in a very intelligent manner we may be able to obtain triple A quality with far lower budgets than big studios do, but we cannot promise you this kind of feature until are sure we have secured a realistic budget and the staff needed to deliver on this promise. Furthermore, we need to make **** sure that the avatar animation specs are frozen solid well before we consider building the asset pool for this in-app creator ( and yes those specs are solidifying now, but until a few weeks ago matters regarding on how we animate avatars were still being tweaked ) .
     
    Last edited: May 25, 2015
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  6. DEVIANTAUDIO
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    DEVIANTAUDIO New Minion

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    thats pretty cool
     
  7. Navihawk
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    Navihawk Ardalys' Rider

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    Yeah, and i'm sure the majority of the community will still prefer to be able to improve their avatars over time (but holy crap i haven't even gotten my head around the import process yet), but depending on how alternatives play out and what their system requirements are, and possibly the import process. The more likely people may want less taxing avatars, given that one application for facerig can be used in realtime during a encoded broadcast that is running on the same system, which is quite taxing; especially if you toss a game ontop of that workload alone. For people like myself this is a non-issue since dedicated livestreamers and content producers have high end desktops (say i7-5820K, and 16+ GB of RAM, and probably a high end Nvidia GPU (say 780, 970, 980.) So, those with lower end systems that are already taxed from a game and broadcast encoding, lower fidelity models or less taxing alternatives become more appealing to them. Personally, I'd rather see facerig keep aiming for realtime movie-quality CGI, rather than downgrade everything to make importing easier; but if the import process can be improved in some way; without compromising quality, then I'd say that would be the best route to take at this point.
     

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