In a single capture session were able to gather all of the body and facial motion capture data in our San Francisco office and capture space. We worked with Image Metrics who handled all of the facial animation processing and used artwork from the Crystalline App by Luc Barthelet.
I used the latest stable release of Blender for modeling. I was a big fan of Blender’s modeling tool though I found my workflow seriously hampered by the lack of ngon support in Blender. Imagine my joy when the new Blender finally has Bmesh integrated! I immediately downloaded Blender and start working on my entry. Texturing is done in photoshop and finally it’s rendered with the amazing and powerful Marmoset’s Toolbag.