Create Realistic Headby Steve Jubinville Web: www.sjdigitalsculptor.com

1. I start to build my mesh in Softimage XSI. Not to High resolution mesh but with all of the essentiel line to make the animation and texturing better.
2. The UnWrap, I prefer the traditionnal uv in xsi for base just for a head, a normal cylinder is prefer to start that. When I found some point a bit strechy, I export my head inside a head's UvLayout.
3. Preshape and detailing in Zbrush. I really like Zbrush to create some really fast form and test to make my shape better. The first step is the research for the best form. After that I start high level detail for little crease for bump. After this step, I extract displacement map from Displacement Exporter 3 and a Cavity Map from the version 2 of Zbrush. A little technique is nessessary for that.
4. Before I create my lighting, I select some nice texture from the 3dsk.com sit and I use the new Zproject tools to apply my map, Really nice pour fast and precise application. Photoshop and Zapp Links for make all corrections. With this map, is possible to create and decline all of the rest of the map nessessary for the texture and shading.
5. This is the time to make the creation of Bump map, specular map and reflection map. For optimise the effect of a realistic character, a good bump is nessessary, the bump and Displacement is a modeling representation. On this surface contact with the light define is the head look realistic. You add a specular and reflection to reflect all of effect on your environment. You have two kind of specular on a face, a big one and a smaller one.
This kind of phenomen is inside the SSS fast skin shader node. If you add some reflection at your specular, this is possible to recreate nice skin shader.
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