Max Igoshev.

ARKit 52 face shapes on a realistic guide

The 52 ARKit face shapes on an existing character, with the approved look kept, so the face works with iPhone capture, lip sync tools, Unity and Unreal.

Role
Face setup and shapes
Tools
Blender, Cycles
Scope
Paid-test stage, 1 day
Delivered
.blend, FBX, preview
  • Shapes at full strength, named to the ARKit spec. The last tile combines a smile, a half blink and raised inner brows.

    Shapes at full strength, named to the ARKit spec. The last tile combines a smile, a half blink and raised inner brows.

  • Frames from the motion test with the client textures: neutral, blink, look left, look right, restrained smile.

    Frames from the motion test with the client textures: neutral, blink, look left, look right, restrained smile.

The brief: prepare the full ARKit set on an AI-generated guide character without changing her approved look, then calm, natural facial animation and lip sync. The client and project are not named.

What the model needed first

  • The left eye was fused to the lids: both eyes became separate objects that rotate for gaze.
  • Up to 2 mm of asymmetry: evened out by moving vertices, not rebuilding the mesh, so UVs and textures stayed untouched.
  • Lips shared vertices along the closing line: split so the mouth can open and press.
  • Teeth and tongue added as separate objects that follow the jaw.

Status at this stage: all 52 shapes are set up with the exact names. Eyes, brows, cheeks, nose and the smile and press shapes are finished; the speech shapes and the jaw were still being refined while the inside of the mouth was rebuilt for a clean jawOpen.

How I work: you send the model (.blend or FBX) and one voice line; I prepare the face and the shapes, then a short lip sync test on that line so you can judge the speech before the full set. Communication in writing.