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).

Fig.

Fig.

Modelling

I created a base mesh in 3ds Max. I began making the base mesh, just doing the minimum required (Fig.02).

Fig.

Fig.

After that I imported the base mesh into ZBrush and then sculptured some details on (Fig.03).

Fig.

Fig.

I then created a displacement map and saved it as a 16 bit grayscale TIFF file in ZBrush (Fig.04).

Fig.

Fig.

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).

Fig.

Fig.

I added the Shell and TurboSmooth modifiers to the sweater (Fig.06).

Fig.

Fig.

The eye ball consisted of two parts (Fig.07).

Fig.

Fig.

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).

Fig.

Fig.

I then set the camera and modelled the face in more detail (Fig.09).

Fig.

Fig.

Texturing & Shading

I used Photoshop to make the textures and I used a combination of real photos (Fig.10).

Fig. 10

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).

Fig. 11

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

Fig. 14

Fig. 14

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.

Fig. 16

Fig. 16

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).

Fig. 17

Fig. 17

And with that, my image was complete (Fig.19)!

Fig.19 - Final Image

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