'Maya'


Making of 'Close-up Portrait'

by David Moratilla
 



Software Used:



Maya, ZBrush, BodyPaint and Photoshop

In this Making Of I will try to explain the way in which I created my “close-up portraits”. I am going to mainly focus on the texturing/shading part.

Basic Modeling:



I reused the geometry of an old nurbs body that I made years ago. I converted it to polygons in Maya and then deleted the faces that were not going to be visible. I took care to make sure that almost all the polys were four-sided for a better subdivision later.

Then, in ZBrush, I adjusted the proportions – it’s easier to do this by using the Move and Standard brushes (Fig.01).


Fig.01

UV:



I created the UVs in Maya. This resolution was enough to create the UVs and making them later with more subdivisions would be more difficult.

I decided to create two different UV shells/textures to get more texture resolution, one for the just the face and then other for the rest of the head. I tried to place the seams in a hidden part (Fig.02).

Fig.02

Texturing:



Once I had finished the UVs I started creating the texture. I used photographs from the Ballistic DVD “ESSENCE: The Face” as the source for the textures of the skin. This DVD comes with hi-res photos of a woman (Fig.03).

Fig.03

I created the texture by switching between Bodypaint and Photoshop. I made several projections of the photos on the geometry and then merged the all together in the final texture.

Here’s a little more detail (Fig.04).

Fig.04




Swordmaster_eBook




In Bodypaint, I started by first assigning a white 4096px texture to the geometry. Then I chose a photo to project on the geometry and rotated the 3D view in a similar way. Now it was on to projection painting. This created a projection layer.  Then “Freeze3Dview”. This created a snapshot of the current 3D view placed in the projection layer. (I chose 4096 pixel resolution, as  with that I didn’t lose resolution when it was re-projected).

I saved this image as a PSD file. Then, in Photoshop, I modified the original photo to match the geometry in the areas. I made different layers to have more control in specific areas (Fig.05).

Fig.05


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