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Making Of 'Jean-Luc Picard'

By Miriam Bonetti
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Date Added: 23rd November 2009
Software used:
Maya, Mudbox

Texturing / Shading

To make textures I used Mudbox's projection brush and a couple of hi-res images to reproduce skin details. I think that Mudbox is very useful and fast for texturing. I used a front and a side view to easily project the skin onto my model (Fig.06).

95_tid_Fig_6.jpg
Fig. 06

Later I used Photoshop to tweak my color map and obtain bump, specular and dermal maps to build my fast skin shader (Fig.07). Here you can see how I've set it - please note that I mapped the color map also on primary and secondary specular color values, as I think it gives a more natural look to the skin (Fig.08).

95_tid_Fig_7.jpg
Fig. 07

95_tid_Fig_8.jpg
Fig. 08

To texture the jacket I mainly used Photoshop. I found a good cloth texture in my personal texture library and I made it tileable. I only used Mudbox to correct the texture seams with the projection brush method and my tileable texture as a stencil (Fig.09).

95_tid_Fig_9.jpg
Fig. 09


To make textures of the eyes' bulb I decided to use paint effects to achieve the classic branched look (Fig.10).  I saved this image and then composited it with the rest of the textures made in Photoshop, adding some more veins manually (Fig.11). The bulb was textured with a gradient on transparency channel that made the geometry totally transparent only on the iris area. This trick helps to achieve a natural gradient effect between the iris and the bulb.

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Fig. 10



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