Making Of 'Young Girl''
Introduction
Hi everybody! My name is Viki Yeo. I'm from Korea and I'm a character artist for games. Today I am going to show you how I created my image "Young Girl". For this piece, I used 3ds Max2008, Zbrush, Mentalray, Photoshop CS2 and reference images by http://www.3d.sk.
Concept
This model is a girl called Petra, from http://www.3d.sk. When I saw her, I got the impression that she was a sad girl and so I decided to create a sad girl (Fig.01).
Modelling
I created a base mesh in 3ds Max. I began making the base mesh, just doing the minimum required (Fig.02).
After that I imported the base mesh into ZBrush and then sculptured some details on (Fig.03).
I then created a displacement map and saved it as a 16 bit grayscale TIFF file in ZBrush (Fig.04).
Next I brought the mesh and displacement map back in 3ds Max again. When applying a displacement map, do not forget to check "Use Existing Mapping", switch on Luminance Center and increase the Strength value (Fig.05).
I added the Shell and TurboSmooth modifiers to the sweater (Fig.06).
The eye ball consisted of two parts (Fig.07).
Modeling Tip: If you turn on Preserve UVs, you can perform minor editing tasks without changing the mapping.
Next I moved vertices with Preserve UVs off (left) and moved vertices with Preserve UVs on (right) (Fig.08).
I then set the camera and modelled the face in more detail (Fig.09).
Texturing & Shading
I used Photoshop to make the textures and I used a combination of real photos (Fig.10).
For the skin I used the Mental Ray SSS shader. I then made a diffuse map, epidermal map, bump map and specular maps for her skin (Fig.11).
I used Mental Ray to render the scene. The settings of each material can be seen in Fig.12.
Fig.12 - click image to enlarge
The sweater was done with the Mental Ray architectural material (Fig.13) and the sweater detail can be seen in Fig.14
Fig.13 - click image to enlarge
Hair
Hair is an important part of any realistic character. I used Hair&Fur; to create the hair for the girl and the settings can be seen in Fig.15 - 16.
Fig. 15
Fig. 16
Lighting & Setting
I used five Free Area Lights with Final Gathering applied. All of my light and render settings can be seen in Fig.17.
Compositing
The render times were becoming crazy, so I found it much easier to render the hair in a separate part, and then to combine the parts again in Photoshop (Fig.18).
And with that, my image was complete (Fig.19)!
Fig.19 - Final Image
Enter content...
Fetching comments...