In almost all the objects I used BodyPaint3D to fix the seams, to project textures etc..
A good example is the skin.For the skin, first I decide to split the mesh of the girl in different parts using the clothes. I assigned 4 materials and maps to each part. I made a lightmap of everything together and a wire of each object.
Then I open the BodyPaint3D and textured each part using photos of skin and fixing the seams between the different textures.
Then I added one specular based on the desaturated and contrasted diffuse and a new layer using the “high pass” effect from Photoshop to clean the texture and see only the important pores.
I converted the same texture in normal map and mixed it with the normal map base with an action of Photoshop called “Poopinmymouth” to give details of pores to the normal map of the skin. Then I set the shader with some scatter.
I deleted the old head because I was not too convinced and decide to create a new one which is more serious but not less in beauty. I made the base model in 3ds max and then changed the volumes in ZBrush.
Later, back to max I made the new mapping and then back to ZBrush again. I opened the ztool of my model head, I did a “capture mesh” from the high poly mesh with “zmapper”, I imported the new head in 3ds max in low poly and projected it to get the new normal map. Now you could open Bodypaint and texture the head.
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