Seance “The Unquite” Character Demos

I created the characters for the Seance Character Demos, from initial sketches through final sculpts and implimentations. The characters were built for expressive VR performances using high-end facial and full-body motion capture (Faceware and OptiTrack), with performances by local theater actors. Two free demos are available on Steam.

Eyes, tongue, teeth and mouth were modeled with great detail and making the characters feel solid and real in VR.

Eyes, tongue, teeth and mouth were modeled with great detail and making the characters feel solid and real in VR.

Hair styles were kept more solid shapes to avoid too much transparency over draw.  But, the head and the hair are one fluid mesh, not a mesh cap, and this helps the hair feel natural and allows for the textures to blend.

Hair styles were kept more solid shapes to avoid too much transparency over draw. But, the head and the hair are one fluid mesh, not a mesh cap, and this helps the hair feel natural and allows for the textures to blend.

This moment was done using a series of morph target blends.  It was created as a stand alone moment, separate from the rigged character.

This moment was done using a series of morph target blends. It was created as a stand alone moment, separate from the rigged character.

The fade effect here was made by tech art master Stuart Cunningham.

The fade effect here was made by tech art master Stuart Cunningham.

This early 1900 English Indian Army Uniform I hand sculpted in ZBrush.

This early 1900 English Indian Army Uniform I hand sculpted in ZBrush.

Quixel was used for texturing and material creation.

Quixel was used for texturing and material creation.

We created character awareness systems that are layered on top of animations. Characters are aware of the player and are able to track them with their eyes and body.