Finally, I finished the sculpting and I broke the symmetry
The Texturing & Shading
For the textures, as I used Modo for rendering, I knew that I would need several types of textures. Indeed, to manage the shaders and textures, Modo uses a system of layer allowing you create realistic textures:
For the displacement map, I used the technique in the tutorial Â«Â Modo - ZBrush displacement workflow with Displacement ExporterÂ Â»
of Zoltan Korcsok
: he uses two maps (positive and negative), which, with the system of layer of Modo, are assembled on one another.
The other maps were painted in ZBrush and Modo, and some maps are retouched in Photoshop.
There are three colour maps. The first two were made in ZBrush using different alphas in ZBrush, or alphas created from skin textures taken from the Total Textures: Volume 4 DVD
For example, one of the settings used in ZBrush is this one: the alpha25 and the colour spray stroke.
The first colour map was made in ZBrush:
The second colour map was made in ZBrush and was also used for one of the two Subsurface Colour maps. It simulates the veins and the subdermal skin:
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