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Making of Aramaki, Section 9 by David Arberas Recondo, Spain Web: www.cgdavarb.com


When we have a good base so we can make major wrinkles of the face. To make a good crease brush I usually prefer “sculpt”, “pinch” and “smooth.” The first thing is to mark both sides of the ridge with the brush “sculpt” and “falloff” 2, then with the same brush, the “falloff” 0 “steady stroke” on a smaller size but marks the crack of the wrinkle. Now reslataremos the crease with the brush “pinch”, that what does is to bring together the points of the grid and finally we use “smooth” on the edges of the crack if we see that it has become very strong. Following this technique check all the wrinkles of the face of the main character.

wrinkles

Once finished the sculpture in Mudbox 2009 I exported the highest level of subdivision in .obj to ZBrush 3.1 and use the wonderful feature recontruction subdivision “of this program that allowed me to get the lowest subdivision for later able to the pose of the character. At this point I started to use the brush “inflat” with a low intensity and alphas of human skin for getting the details of the smaller pores and wrinkles. This part is very satisfactory, but it is very important to look good on different types of pores of the skin to obtain the good results.


face

Texturing - Polypainting used for the texturing in ZBrush. It should be borne in mind that for best results with this technique you need to know how it works: what it does, paint on the polygons are not using UV’s to paint, so if you need a texture of 2048x2048 (which is I used) then you have to paint polygons 2048x2048 is 4,194,304. I wanted to test the technique of painting the skin of Aramaki with Airbrush. This consists of painting the area warm, temperate and cold regions of the face and then add a layer of soft color on them. With a custom brush I painted the warm areas first, then cold and finally hardened. Then there are some patterns to be painted while you can do by hand or using the alpha 22.

texturing


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