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Making Of 'Mama'

By Albert Feliu
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Date Added: 9th December 2009
Software used:
3ds Max, Photoshop, mental ray, ZBrush

Texturing

All textures are pretty much photos I have taken, and they look clean so there is not much explaining for that. I prefer to talk about the texturing on the head. Unfortunately I did this picture not thinking of doing a tutorial, but more about speed, so I didn't spend time UV mapping the head, and just used AUV Tiles from Zbrush. Any way I'll talk a bit about the process.

Textures of the head was done in Zbrush, as they could be painted in 3D. I thought Kris Costa's technique (http://pixologic.com/zbrush/class/artaction.html) would work pretty good, and it did. So I just began to search for photos and extracting different skin patterns.

These were the ones I used. The black&white ones were used as alphas. When using them, some I tweaked the levels to stress the detail a little bit. For example, the 6th and 8th are the same, but used differently

772_tid_skin.jpg
Apart from these patterns, I also used Zbrush internal alphas and painted a lot!

Materials

All materials are standard and Raytrace materials from 3DSmax. Not a big deal. The chrome materials, such as the necklace, were just a raytrace material with reflection to about 75%. The trick is in placing a sphere or a different shape next to the key/backlights, and make them 100% self illuminated and about 5 times more reflective, so materials reflect them much more.

You can do that by adding an output map to the color map:

772_tid_output.jpg
The eye consisted in 2 parts, the cornea and the inside of it. The 1st one is a raytrace material, 100% transparent, with a procedural bump mapping on it and some reflection (like 10%)

The 2nd one was a simple standard material with the color, bump, and a really subtle specular. As you can see they not reflect the environment very much, but those Reflective objects are pretty intense!

The result

772_tid_eye.jpg
To improve the look of the eye, you can use SSS too.

The skin material:

Note: Thumbnails just are to give you an approximate notion of the color and intensity of each image.

Note: I don't put thumbnails for the specular as they wouldn't make sense, because levels were tweaked a lot inside Max. I hope you don't care, as it's a pretty easy task


772_tid_skin_mat.jpg
These SSS settings won't always work in your case. This is because of the scale. You have to adapt it to your scene scale :) Mine was in real scale and units are in mm, so you can figure out the scale..





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