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Making Of 'Cool Guy'

By Ricardo Jost
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Date Added: 26th November 2009
Software used:
3ds Max, Photoshop, Softimage, ZBrush

In this step, I made some basic hair just to have an idea of what it would look like and to compose the scene (Fig.07).

1060_tid_fig07.jpg
Fig. 07

With the face's UVs done, I exported the model as an .obj into ZBrush. There I sculpted details like the wrinkles of the facial expression and skin pores (Fig.08). For this I used many anatomy references from myself and also some photos.

1060_tid_fig08.jpg
Fig. 08

Normal Map / Textures

Generating a normal map was a challenge because it's hard to export minimum details. So I used to ZMapper tool to merge the generated map from ZBrush with the normal map from Xnormal. It's a 4k map resolution (Fig.09).

1060_tid_fig09.jpg
Fig. 09

With the normal map and UV template done, I started doing the diffuse map of the face. I used brushes to paint from the base color to the freckles. I did it this way because I didn't have a high reference for the character and he wasn't a specific person. I just used some photos to make some textures for things like cells and pimples (Fig.10). But the overall face design was done from a desaturated normal map layer with the Linear Burn effect over a skin color layer (Fig.11).



1060_tid_fig10.jpg
Fig. 10

1060_tid_fig11.jpg
Fig. 11



 
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