Hi!
My name is Jiri Adamec and I want show you how I created Afro head and give you
the inspiration to create similar
or even better pictures. |
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One
year ago I saw a tutorial of
a head at http://www.secondreality.ch/.
And my style of modeling isn´t so different. One of the basic rules is:
the model should have around 99 percent four-sided
polygons. And edges of the model need
to flow along wuith the skull and face muscles. |
There are several
good techniques of the modellings of the head and every one have something best.
I prefer this
technique of the gradual wraped-up details because I work with the
whole model and I have continual control on
other parts than I'am modeling now. |
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I
used Sherpical mapping and then adjuste in uvw unwrap – mainly with using
of the Soft selection. |
I maped only one half and I used
before it modificator Symmetry. After the Symmetry I indicated one half mirrored,
turned up and put together with implement Weld. And the outcome you can see here. |
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I used high-res textures from
www.3d.sk. I would like to thank for these
top-quality textures, because without them I'd
have double the ammount of work. Final bitmap was 4800x3200. I've made textures
for Bump, Specular, Specular color, Diffusion, Sub surface. |
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At adjustment of the basic texture (color) I worked
with drawing-tablet from Wacom
and with functions: Brush, Clone,
Stamp, Patch, Dodge and Burn tool. |
Firstly
I aquired an unwrapped wireframe, I
used the free plugin
Texporter for this. Secondly I filled
out a new layer with basic
color. Thirdly I opened front view
of the black-man into the next
layer and I opened the left view
into the last layer. |
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I shift front
view –
it must fit with
the wirerame.
Then I shift left view
– it must fit
with the front look. On the left
view I erase redundant texture with the
eraser. In the place
of the connecting line between both faces, I use eraser
with soft hardness. Step by step I overlay the 3/4
view (middle image below). This view
between both maps is the most important. Therefore I adjust color and lights reflections
at the left view with the 3/4 view without using the Clone stamp, this
gives a more realistic result. |
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Finally I merge
the both layers and then I must work with iron at
the connecting line; e. g. when I make a beard or improve the connecting line
I use other photos of the black-man from the others angles - I sketch in the texure
so that it looks more real.
Then I make the so called repeating texture. This texture I create with
the mix of differents
parts of the skin from the face and I copy it on the top of the head, ears, scruff
of the neck, etc. Step
by step, I repaint, make lighting or darken
the place where the maps overlay badly together.
If I am satisfied I make the mirror copy. Then I redraw the connecting
line on the texture
and (on this
second half)
make the changes of the skin which I copied here from the other views of the textures.
I make
one final layer out of all those
layers and the basic (color)map is finished. |
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Now
we take a look the others maps which I adjusted from the color map. |
At first you can see
the map Color (left), then Bump and Specular (below). At the adjustments of the
Bump and Specularmap
I used Brightness-contrast, Curves, Levels and Color Balance in the Photoshop
7. The adjustment of the bitmap is completed several minutes' time. Only
the Bumpmap is
contrasted for certain
dermatic defects
and I blur some parts around the eyes which I dont´t need there. |
The general adjustment of this map
isn´t so diffucult,
not even for me – and I´m not a
skilled 2d artist. |
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Shag fur:
Rust and the next limitations are influenced with the map – I adjusted it
from the previous maps. I must adjust it a lot so that the
beard would grow how I want. | Firstly
I used the function Invert and then I painted (colour RGB 0,0,0) those parts where
the beard shouldn´t be. I increased
the contrast even more and redraw the parts, where the beard is
much regular. I used presetting/before regulating/ Wet media brushes on
it – I tweaked
the settings a bit. | | |
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After Meshmonth I chose
the eye´s line and create a spline
from it. I copied
it twice and tweaked
according to the lashes. In the end I used
the cross section modifier, then I deleted
unwanted splines
and modified the
remaining lashes. | |
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 | I'm
using Splutterfish/Brazil 1.03 on the rendering and it´s big advantage are
the materials.
On the skin I used Wax shader – it´s a
good great shader when combined
with quality bitmaps.
I'm curious
how the Skin
shader in Brazil 1.2 will look.
I use Tiling
maps and Brazil velvet material on the cap and
clothes. | | |
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3DTotal
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| Resulting render I did in 3dsmax 5. Rendering was
done in Brazil 1.03. The scene was lighten with the hdri map and with
one light. |
| I´d like to thank
the Splutterfish team that they created an excellent tool which – to me,
as a 3d graphic designer – help to the produce higher quality work. |
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| The resulting rendering time
run on the 2x2,2 Athlon MP,1GB Ram was about 10 minutes. |
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