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Digital Double of Antoine De Caunes

December 1, 2015

Hi guys,
to follow-up with our previous post, we're proud to illustrate one model of Antoine De Caunes reconstructed for Canal+' new show L'Emission d'Antoine 

Here is the sort of rendering you can rapidly achieve with Arnold based on associated physically-based materials.

Cheers !

Capture of Antoine de Caunes for Canal+' new show "L'émission d'Antoine"

November 30, 2015

Hi folks,
here’s a glimpse of our latest collaboration with Canal+ for the opening sequence of Antoine de Caunes’ new show: L'√©mission d'Antoine. Really happy with the way our new 3D capture system handled the dozen of different poses with props and make-up in a short schedule.

Congrats+ to the On Air Design Canal+ team who put this creative quirky piece together under the direction of Olivier Degrave based on the reconstructed 3D models of Antoine.

If you haven’t seen the show on tv yet, here’s a teaser.


Animated Digital Doubles for Virtual Reality applications

November 20, 2015

Hi folks,
after the development of real-time digital doubles of prominent persons in video-games and the integration of highly photorealistic characters in mobile applications, we are thrilled to announce that our models are now fully compliant with Virtual Reality technology to support 3D immersive experiences.

Our approach covers the HD capture and reconstruction of the appearance and expressions of the considered subject to provide you with a photoreal and accurate 3D model, fully rigged and shaded i.e. animatable and rendered in real-time, directly integrable in the development of your interactive Virtual Reality application.

Since it's naturally difficult to make you experience the 3D perception of this virtual reality scene through this post, here are some traditional 2D images of the real-time digital double rendered in Marmoset:

Not too bad for a first step into Virtual Reality ;)
Do not hesitate to contact us for further information and to discuss the particular requirements of your V-R projects.


Partnership with Samsung

Eisko is proud to count Samsung Research America as a customer of its real-time digital doubles and to foster a continued relationship with a leading company in mobile technology.

Real-time Digital Doubles for mobile applications

October 12, 2015

Hi folks,
concurently to the release of our new capture sytem, we have developed an offer to respond to the increasing demand of  3D characters within mobile applications.

Our approach covers the HD capture and reconstruction of the appearance and expressions of the selected subject to provide you with a photoreal and accurate 3D model, fully rigged and shaded i.e. ready to be animated and rendered in real-time, directly integrable in the development of your mobile application.

We hope the following video can demonstrate the positive difference with traditional 2D Flash animations:

Whatever the platform (IOS, Android ...), do not hesitate to contact us to discuss the needs of your particular project.


New 3D capture system

September 10, 2015

Hi there,
Long time no see but we‘ve been up to some really exciting stuff over summer !

We are now extremely proud to reveal our brand new capture system!
Still fully transportable, very fast and highly accurate, we've re-thought the whole approach to make this system the first of its kind! Entirely modular, you can adapt the number of nodes and hence capture a whole range of subjects with great precision: from full body character to faces and expressions, down to still assets or specific body parts.
And because a video is worth a thousand words:

Stay tuned - more thrilling news coming up!

New capture approach

July 3, 2015

Hi folks ! 

We're quite proud to  share some early results issued from our new capture system.
We wanted to show you some raw acquisitions rendered with Arnold that we produced for our friend Sebastien Deguy, founder of Allegorithmic

For the last image, we added the diffuse texture to the material:

Stay tuned, a lot more of exciting contents is coming soon with full body capture and reconstructed model based on this new system !


Introducing Kate!

June 4, 2015

Hi folks ! 

We hope that you like our previous post about Nathan Rippy's digital double. Today we would like to show you some CG images of a model we capture and reconstruct few weeks ago.

We also share with you some screenshots of the model under Maya to show you our work under the hood !
Detailed geometry
Diffuse, Specular, Normal (tangent and world space) components
Cheers !

Unity 5:: Character Physically Based Shader Tutorial

May 28, 2015

Hi folks,

we're glad to introduce you our first tutorial on EISKO character Physically Based Shader for Unity, currently avalaible on the Unity Asset Store.

This shader pack contains physically based shaders for skin, eyes, teeth, eyelashes, and generic materials. It will help you to improve greatly the realism of your character.

The following tutorial will show you how to shade a whole character using these shaders. Since those shaders are not restricted to our captured data, we've chosen the free Unity character included in the Unity Labs pack you can find on the Asset Store (here).

For this tutorial, we used Unity 5 of course, but also Maya 2015 to work on geometry, and Nuke8 to adjust maps.

We hope you'll enjoy it, and feel free to give us your feedbacks !!

Introducing Nathan!

May 15, 2015

Hi folks,

We're happy to show you one of our recent production with Nathan Rippy.
Nathan from capture to reconstruction.

We got really detailed informations, especially on extreme facial poses.
For this one, Nathan went free with the protocol and made his own funny faces...

Quite cool to zoom on all these wrinkles...

Stay tuned, a lot more of exciting contents to come soon !


EISKO's Character Physically-Based Shaders pack for Unity 5 now available on the Asset Store

April 9, 2015

One of the secrets of a great character is believable skin. Unfortunately, if you're an independent artist or a small studio, you don't always have the resources to develop your own custom skin shader. That's why we've made our own Unity 5 shader pack available via the online Asset Store.

The product of our detailed research and development on the subject, our Character Physically-Based Shaders pack contains the same shaders we use in our Unity demo. You can see the quality of the results they give in the video below:

So what's the secret? Although Unity 5's new Standard shader is physically based, it doesn't use subsurface scattering, which means that it can make skin look flat and plasticky. Our own shader integrates screen-space SSS to mimic that way that light is scattered and re-emitted by human skin, giving it a realistic soft, slightly translucent appearance.

Better still, that skin won't only look good when your character is at rest. Because the shader supports energy conservation, it will respond accurately to the lighting in your environment, no matter whether you're using direct lighting or Unity 5's new real-time global illumination.

Another unique feature of the shader is that it's designed for animation work. On a system running DirectX 11, it will automatically blend between normal and displacement maps corresponding to your character's facial blendshapes, accurately mimicking the elastic deformation of the skin, even at 60fps.

Once you've got your skin looking great, you don't want the rest of the character to spoil the effect, which is why the Character Physically-Based Shaders pack also includes dedicated shaders for eyes, teeth and clothing. They're all based on the same underlying technology, but they've optimized for different parts of the body: the eye shader has separate controls for the iris and sclera, for example.

All of the shaders are fully customizable, but even using them straight out of the box, you should be able to get great results within minutes, no matter what style of game you're creating. Although you'll see a huge difference on photorealistic projects, even cartoon-style characters with hand-painted texture maps can benefit from subsurface scattering. And you don't even have to use them for characters: the general-purpose shader in the pack will produce equally outstanding results across a range of materials.

To help you get started, the pack contains a Unity 5 test scene including our digital double of actress Tatiana Seguin with all of the shaders set up for you. All of the scripts you will need are provided, and each of the four shaders – Skin, Eye, Teeth and Generic – comes in versions with and without DirectX 11 tessellation. The complete pack costs just $90, so why not pick it up and begin creating ultra-realistic digital characters today?

Laval Virtual 2015 :: Special mention awarded to EISKO's real-time digital doubles

April 3, 2015

EISKO receives the special mention award at Laval Virtual 2015 as a recognition of the innovation and the impact of our services and products offer dedicated to real-time digital doubles for Virtual Reality and Augmented Reality applications.

We will showcase on the UNITY booth on Wednesday the 8th, presenting our 3D capture and reconstruction production process as well as resulting real-time animations in Unity 5 taking benefit of our physically-based materials and expressions-based performance retargeting.

Come and meet us to discuss your projects or send us a note to book a meeting in advance:

Looking forward to seeing you there!

EISKO will showcase at the GDC SF on the UNITY booth

February 23, 2015

EISKO will participate to the Game Developers Conference at SF, March 2-6 2015.

We will showcase on the UNITY booth at the GDC Expo, to present our 3D capture and reconstruction services as well as resulting real-time animations in Unity 5 taking benefit of our physically-based materials and expressions-based performance retargeting.

Come and meet us to discuss your projects or send us a note to book a meeting in advance:

Looking forward to seeing you there!

Download our free datapack under creative commons licence for evaluation and non commercial usage

February 16, 2015

Hi folks,

Throughout our blogs, we’ve taken you on a journey through our capture process, discussed some of the challenges in creating 3D models, and shown you how we produced a perfect digital double of the actress Tatiana Seguin.

We are now happy to share the results of our ground-breaking digital double process with you, so that you can experience the quality and versatility of our models, via a free-to-use download of the Tatiana Seguin head model, under a creative commons licence for non commercial usage.

The model is available in our download data-pack and features image references, scans, reconstructed mesh, material textures in 3 poses as well as a sample real-time scene and video which highlights the consistency of transition between the facial expressions.  Full details of the content can be found in the data-pack’s Read Me notes.

Please feel free to enjoy the download model. We would love to hear any comments you have regarding this datapack and to see what you do with it!