Showing posts with label prof. Show all posts
Showing posts with label prof. Show all posts

Monday, 28 March 2011

Prof Face Texture adjustments

Once i had the basic texture right, i decided to collapse the symmetry so i could make the textures unique on each side of the face. You can see in the image below how his forehead wrinkles are mirrored, and it doesn't look great.


Upon doing this, i decided to redo all of the textures to make them more subtle and fix any problems i saw. Once i had done this, i went through a bunch of settings in the renderer to try and fix them. Here are a few renders of the stages i went through whilst fine tuning:












And here is the stage i am now happy with.

Prof Face Texture

I have now done more texturing work on my professor, unwrapping and texturing his head.

I've used a SubSurface Scatter Skin material, and have painted and plugged some mats into several diffuse channels, a bump and a specular channel.

Although i'm not completely finished, i'm quite pleased with the results so far:

Friday, 25 March 2011

Eyebrow and ear tufts

Following on from my previous hair experiments today i tackled the prof's eyebrows and his side burns. Because these need to come out of an area of his skin i made this hair by using a modifier on his head model itself.

I was a little worried about how this would work in relation to his morph targets for facial expressions, but a little experimentation showed that it would be no problem (although the featured expressions are by no means final)




The last step for the prof is texturing his skin, something i am working on right now.

Thursday, 24 March 2011

Hair experimentation

I've been experimenting with several different methods of hair for my characters. Ideally, i would like to use an actual hair tool for their hair, as this would yield the best results. It also has a massive impact on my render times, which had put me off using it. 


Initially i tried making the hair out of a poly, and was going to paint on the hair, which gave a sort of cartoony stylised look. I only painted the two side bits before i decided that i didn't really like the result. 


Instead, i have gone back to the hair tool, beginning with my professor, as his hair is the most complex. I drew splines along the surface of the hair mesh, then used this cage to create the hair on, giving me a lot of control over the hair's pathing. You can see the process in the image below:



 Using this tool adds a minute or two to my render time, but i think the results are well worth it.



Unfortunately, this only gives a sort of shell of hair - the hair originates at the start of the splines, and gives the illusion of a head of hair, it does not come out of his whole head. This means that in some places you can see his scalp through his hair, and is not great for his sideburns or eyebrows. As such, i am planning on using a different hair creation method to cover these gaps, so come back soon!




Friday, 18 March 2011

Unwrapping and texturing

At the same time as doing my block animatic, i have been unwrapping and texturing my models.

The process i use to unwrap involves breaking the model down into easy to unwrap pieces, since i have a script which helps me to get a quick, rough unwrap.

I then go in and, using a checkered texture, even out so all the faces are roughly the right size.

I then texture in Photoshop, making any adjustments to the UVs as needs be.

Here's the first shot of a textured model, the front of the professor's jacket. The textures are taken from my own jacket, which has exactly the right kind of look i wanted for the prof. You can see where the arms and collar have been detached as separate objects.