The
first step was attach both sides of
the head and make them seamless.
I welded together each point in the
middle of the head and
smoothed the points together. Then I
moved each point around to
get rid of the bump that occured between
the sides.
Then
cylindrical mapping was used in order
to attach mapping coordinates
to the face.
The
mapping coordinates made it possible to
unwrap the mesh into
a flat texture image file. Now that I
had this I could simply paint
on top of it and the texture would fit
into the correct place.
I
took the side and front photographs and
merged them together with
Photoshop. I tried to erase as much of
the shadows as I could from
the image. This was because the 3d program
creates its own shadows
so the two would interfere.
I
edited the original texture map and made
the bump map from it.
I tried to make a continuous rough surface
over the face painted
area to get a nice texture.
Again
I took the original texture map and edited
it. This time I
made the specular highlight map. The only
area I really wanted it to be shiny was
right under the eyes so I made this
region
brighter. I didn't want too much shine
because I think that leaves the model
looking like plastic. Also I left a
small
amount of white on the neck area for the
skin.
The
eyeball texture was taken from a photograph
and mapped onto the
pupil, iris and white section. The cornea
was left as transparent under
another transparent layer that covers
the entire eye.
This
is the finished result of all the maps
working together.