A few months into the role, DI4D Senior Software Engineer Rich Cross tells DI4D Faces about his move from game development and VFX to the world of facial animation and facial performance capture. Tell us […]
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Read more“Photoreal characters can quickly become unconvincing when the facial and body movement animation is robotic and inauthentic. In fact, it’s a lack of authenticity that can hinder the end result of the in-game animation. But […]
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Read moreOur co-founder and CEO @ColinUrquhart recently chatted with @80level about DI4D’s approach to 4D facial capture. The piece also features a closer look at our recent work with @MPC on “The Power of Dreams” X-Box […]
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Read moreWhen tasked with creating a realistic #digitalhuman for a trailer, game studios are switching on to why a #digitaldouble is a great route to choose. DI4D’s Facial Capture Supervisor Lewis Telfer recently joined Stephane Montal […]
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Read moreThree months into his first professional role, Motion Editor Emir Hamitouche talked to us about his route into the industry, the transition from education to professional work and his advice for others considering a career […]
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Read moreIn this edition of DI4D Faces, we speak to one of the longest serving members of the team, Chief Software Engineer, Ewan Borland. Ewan has been instrumental in every aspect of the company’s development throughout the […]
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Read more4D Facial Capture for Next-Generation Digital Doubles We’re pleased to announce that our co-founders Colin Urquhart and Douglas Green are leading an online session at this year’s View Conference titled, 4D Facial Capture for Next-Generation […]
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Read moreIn DI4D Faces we bring to the front the force behind DI4D to celebrate their talent and their careers. In this edition, we speak to DI4D’s Head of Rigging, Claire Copland, about her career evolution […]
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