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Texture and Shading For the texturing process I used a collection of head photos I bought on 3d.sk a few years ago. To create the head texture I decided to test a projection technique. Let me first say that there is probably an easier way to do this using projections but, I don’t know it (feel free to contact me if you do!) so I kind of worked myself into this not really knowing how it would work out. My technique consisted of unwraping the UVs like a normal UV layout but also unwraping them from a front, side, back, under and top view. On each UV layout I assembled bits and pieces of the photos I had, in Photoshop, until I had a full head for each view. I then switched back to 3dsmax and baked each view on to the final UVed head. All I had to do then was assemble the baked results in Photoshop to make the final texture. It might seem a bit of a pain to do all of this but it’s the easiest way I found to prevent stretching on textures. I used this map as a base to do the bump and spec map. The shirt texture was done using a simple fabric texture I found on the internet and painted the details. The coat and hat textures were done procedurally with the same fabric texture used for the shirt as a base. For the shading, I used the Mental Ray skin shader for the head and hand and the Arch&Design for the clothing. Not much to say expect that it’s really important to take some time to test the different options of the shaders to really get what you want. When starting work on a new shader I always deactivate everything and put every parameter back on zero and play with them one at a time, even on shaders I know and have already used. This way I can really test out everything again and make sure I know what I’m doing. I remember when I first started 3D, it was a real pain for me to do shader work but now, I really enjoy it. |
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