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High polygon realistic character creation (Texturing and shading)

Author: Darren Pattenden More by this author
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This is the resultant colour map:

image 1

Applied to the model and using the 'use no lights' viewport option in Maya, it looks like so:

image 2

Attractive huh? Now, the next step is where having the bump and spec and colour all in the one PSD document comes in handy, since in order to create these maps and have them bear some relationship with the colour map, I start with my base colour stipple, and greyscale that to become my base bump like so:

1. Duplicate base colour stipple layer and convert to greyscale to use as base bump:

image 3

becomes

image 4

2. Add wrinkles

image 5

3. Veins. Here, we are not painting new veins, but rather, duplicating our veins colour layer, and converting to greyscale and brightening to act as a bump vein:

image 6

4. Eyebrows. Again, were not painting these from scratch, but duplicating the colour eyebrows layer and converting for use as bump:

image 7

5. Moles. Once again, convert moles layer, so that their bump corresponds exactly to their colour:

image 8

Specular map

1. To be really clever here, we should probably use the same base texture pattern for skin colour base, skin bump and skin spec in terms of its patterning of skin pores. For some bizzare reason that I can't recall, I didn't in this case, but I think you'd have to be a pretty astute observer to notice. So starting from scratch, or from an existing base map you've made, create a pattern that looks somewhat like skin pores.

White receives maximum specularity or 'sheen' from light, black minimum. Look at some pictures of people to figure out the shiniest parts of the face:

image 9

2. Using the soft light brush, airbrush some areas to be shinier than others:

image 10

3. If painting eyebrow hair, add some specular by duplicating the colour eyebrow layer and converting to greyscale and tweaking:

image 11



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