First try with facial animation.
Project made in conjunction with Master thesis in 2011 about the Uncanny Valley in Computer Games. The bust was sculpted in Zbrush with different morph target phonemes and visemes. A facial rig was set up in 3ds max, and from there morph targets were exported to UDK, where everything was setup in the FaceFX module. Finally blended normal maps was added, to emphasize expression, which is demonstrated in video below.