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Making Of 'Wolverine'

By Rishikesh Nandlaskar
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Date Added: 9th December 2009
Software used:
3ds Max

604_tid_08f.jpg
Click to Enlarge

8. For the face map, which was slightly grainy, I directly desaturated the original skin texture and started off marking the bump areas as shown in the image.

Under the maps parameter in the bump slot I applied the bump texture with a value of 30. Then for further details I added dark lines for wrinkles. I carried on the texturing process for quite sometime and managed a nice texture.

9. For eyes I modeled it in detail i.e. the white-eye, cornea, iris and pupil.

604_tid_09.jpg
604_tid_10_2.jpg
10. Now for the hair part which was the most challenging part so far, I used shaghair plugin . I first decided on which areas needed hair and then made a copy of the head and detached different parts and named properly for convenience.

Then I unwrapped each detached element and placed their unwrapped wireframes in photoshop.

604_tid_10.jpg
11. Now back in Max I concentrated on each detached element. I will try to explain one part of the detached element in detail. Other parts were worked out in similar method.

604_tid_12.jpg
604_tid_13.jpg
12. I will explain you the beard portion. In photoshop, I then painted dark and the bright areas under the reference of the beard wireframe. I applied this map with a material ID to the beard element.

Using the same ID in the shag hair roll out under the length multiplier submat ID prevents even alignment of the hair, as the hair that would render on brighter areas would be longer than the hairs that would render on darker areas.

Different curved lines were drawn on the detached element named beard left. After I was satisfied with the arrangement of the lines, the first thing I did was to select all the lines of the particular detached element and name them in name selection
set.
 
13. Model hair modifier was applied to the selected lines and the detached element named beard left was converted to editable mesh. Because under the face level selection in shag hair; the selected polygons needs to be of editable mesh. I selected the polygons to the front of the beard element and named it in the name selection set.

14. Choose Rendering > Environment, add shaghair and also shagrender . Now choose shaghair and name it as beardleft hair. In the object, copy/paste, load/save

1. Choose pick emitter to select the beard left element. Click the face level and then select the nameselection and choose the name of the polygons selected earlier.

2. Under the model hair pick all the lines selected for the beardleft.

604_tid_15_1.jpg

15. For parameters section you may refer to the image shown where I have used my own experimented and tested figures and also see the test render of the beard left.

604_tid_15_2.jpg
16. Using the same method, the rest of the hairs were done. But to get the hairs right, I had to spend many hours getting them right.

604_tid_16.jpg

17. Final result achieved (only 2 omni lights were used in the scene and rendered on default scan line renderer).

604_tid_bigfinal.jpg
Click to Enlarge

Well I am not use to call this a tutorial but I think that was the procedure that I took for WOLVERINE, if you have any suggestions/queries please mail me (rishikesh.nandlaskar@paradox-studios.com).

604_tid_final1.jpg  



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