The gloves were quite challenging to paint mostly because I had difficulties to come with the right color scheme. I used on the glove the techniques I learned from the boots and the leg. I created two different shaders for glove one to make it look like leather and the second to create synthetic fiber look.
The small piece of the gear such the rivets and buttons were texture by mixing Mia material X preset attribute. The rest of the texture were paint in Zbrush and shaded with a simple blinn.
715 character look development
Tuesday, November 15, 2011
body texturing and hair
The body was pretty challenging to texture not only for the number of piece I had to paint but also because of the number of different material composing the suit. I had to create shaders for leather, fabric, rubber and metal plastic. It took me about a week to paint every thin and another couple of to make the displacement work. Here is the character final look
I started first with scarf and the neck piece. I wanted to make it look fuzzy using but I was not very happy with the result the shadow where looking weird and it add it to much to the render time.
The second problem with the scarf was that it canceled the subsurface look of the skin. So I decided to use A misss fast for the scarf to leave some of the light go through.
It worked but I still have to much shadow on some part of her face. To solve this I created a dim red fell light. The color map, bump, and displacement map were created in Zbrush and retouch in Photoshop.
The neck was an interesting piece to work on because I reuse the setting of the shader on other part of the body. I used blinn shader to create the metal and plastic look. The chrome piece where textured using Mia material X.
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The leg where challenging as well because I had to convey the look of different material form the same piece of geometry while having displacement and bump. I couldn’t select the polygon and assign a material to them because the geometry did not correspond to design of the suit.
Legs and arms map
The solution was to create a layered material linked. First, I created the layer shader nod apply to the mesh and set up my displacement map. The second step was to create the shader with the material quality I wanted and the bump map. Then, I created a transparency map to mask the part of the map I did not want the shader to show. The last step was to connect find in which order the nods had to be connected the layer shader. After few try I found out that the shader with the transparency map goes on the top. I used the same technique for the upper body. All the map were created with Zbrush and Photoshop.
The hairs were created using a maya hair system. It was not very easy to get wanted result mostly dueto the poor look of the specularity. I added a color ramp for the specular color; I kept ramp type on V Ramp and put the interpolation on smooth. Then played with selected color option to control where I wanted the light to bounce. Using this technique I was able to simulate the effect of shadow where the hairs are under the hood and to compensate for the fell light I used to lighten the shadow on the face.
Wednesday, October 26, 2011
eye Shader
For the second project we had to paint and texture the eye for my try I used a Blinn Shader and two piece of geometry, one for the eye ball and iris the other for the cornea. But the result was not satisfying the eye was looking milky and life less. At this point I let eye on the side the time to focus on the skin and try to come with another solution. I wanted green or hazels eyes here are some reference for the look I was looking for.
Back to the eye I decide to use what I learned about the skin Shader to the eye. I first remodel the eye making the iris a separated piece of geometry. From Zbrush I created a color scatter map, a normal, a diffuse map a scatter map and opacity map. I end up connecting the same bump map to SSS fast skin material and Mia Material because it gave to the eye a layered effect. I wanted also to make the middle of the transparent so I generated a opacity map
For the Iris i used a Mia material a passes with just a color map and and a bump map. I also want to add more deepness to the iris i connected the color map the glossiness as well.
Here is the result
For the Iris i used a Mia material a passes with just a color map and and a bump map. I also want to add more deepness to the iris i connected the color map the glossiness as well.
Here is the result
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