I then moved each individual part into ZBrush and set about adding details such as veins, wrinkles, and pores.
The difference detail makes!
After finishing the head, I exported the Normal, Occlusion, Cavity, Displacement and base color maps into ZBrush. I did this with all the other parts of the model and the extra elements I'd added to the environment, and then began detailing each item in preparation for exporting again to refine the texture in Photoshop.
Some of the maps made for clothing
With all maps and models with UVs open, I began texturing each area of the model. I took pictures of each type of texture – leather, cloth, dust – and started to mix and layer them to create dirt, cuts, and scratches. This gave a realistic feel to the model.
Once I was happy with everything textured in Photoshop, I started to think about composing the final scene.
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The materials referred to in creating a realistic texture