*I know at least a few of my readers aren’t familiar with the tech-speak, so there’s a glossary at the end of this post.
Part of the internship program at Zoic Studios involves a project created by the interns. Our piece is a Doritos commercial featuring a werewolf. It’s a bit ambitious, but I think we can manage to at least get it looking passable. Anyway, I’ve created a low-resolution facial mesh to match our actress, which should be good enough for tracking her face. I plan to make a blendshape to morph to the wolf, but it’s going to require quite a bit of sculpting to make it look good. I still need to run an experiment, but I think I can set up a shading network to do a soft-edged wipe between two displacement maps in order to transition between the detailed versions of woman and wolf. If it works, I’ll definitely post a walkthrough of the process. For now, here’s my preliminary mesh:

I’m a little unsatisfied with the topology at this point; there are too many poles for comfort. I might retopologize it in Topogun after I’ve done my sculpt.
Here’s that glossary. The terms are listed in the order I used them in the article:
Resolution: The number of vertices (that’s the plural form of vertex) in comparison to the total area of the object. In the picture above, a vertex is any place where the lines cross one another. The higher the resolution, the more detailed the model can be, but the more difficult it is to work with. A low resolution mesh like this would be fine for a video game, but it won’t work for integration with live footage.
Mesh: The matrix of lines that create a CG model. Often roughly synonymous with the words “model” and “geometry.”
Tracking: The process of matching the movement of CG objects to live action footage. Also called matchmoving. In this case, we’re going to be tracking the movement of Meg’s face so that the morphing wolf’s face will “stick” properly to her head. Creating an accurate model of her face first will help the software to create more accurate results, although I’m sure I’ll wind up tweaking it by hand quite a bit.
Blendshape: You take a mesh, and you make a copy of it. Then you distort the copy into a new shape (the face smiling, for instance). You can then create a relationship between the original and the copy so that you can simply move a control to cause the original to morph into the same shape as the copy. This technique is typically used to animate CG characters’ faces, but here we’re going to use it to actually transform woman into wolf.
Sculpting: In the real world, you can sculpt using clay. In CG, you can use software that emulates clay to add details to a model.
Shading network: An abstracted visual representation of the math the computer is using to emulate how light interacts with a surface. A shader tells the computer whether the surface is glossy or matte or fuzzy or reflective. A shading network is several shaders hooked together that work together to completely describe the material.
Wipe: A moving transition. Remember those dorky-looking transitions from Star Wars? That’s a wipe. If the edge of the transition is sort of blurry, that’s soft-edged.
Map: A 2d image that is applied to a 3d surface to modify the way it looks.
Displacement map: A tool for adding detail to a model without having to increase its resolution or actually move any of its vertices. Since maps are 2d images, there are ways of manipulating them that won’t work for 3d objects.
Topology: The layout of the lines on a mesh. Good topology uses mostly four-sided faces, and the lines flow smoothly around the object. Bad topology will make a model very difficult to animate.
Pole: A vertex with fewer or more than four edges connected to it. If you look just to the right of the eye on the above image, you can see two poles right next to each other. Notice how they appear to disrupt the flow of the lines.
Retopologize: To modify a model so that the topology is different, and hopefully better.
Topogun: Software that is designed to help the artist retopologize a model without losing its details.