For simple organization, I used a Multi-Subobject for the texturing (Fig.10).
The face was very simple (Fig.11). It is the base of painting with degraded, and some details like freckles. I began to create the shade of eyes with a ramp, but it was simpler to create a .tga file and it allowed me to add more details. The eyes are maybe the most important in the character; it is the first part that we look at.
The jacket was more difficult (Fig.12). I wanted the best way to render a leather style, but the jacket still had to feel like it was worn. I mixed different textures together, using photographs, to give interesting shading and with the displacement, "feel the leather". I used the same shader for elements like the pocket and belt, but with a slight difference in color to inject details.
(ID: 206520, pid: 0) Rachid on Wed, 10 July 2013 9:42pm hello
how to create base , base baking , colr corection ..etc
(ID: 203452, pid: 0) Jak on Fri, 21 June 2013 3:17am Hi
Do you have a site (show)?
(ID: 113736, pid: 0) MimingApe on Thu, 03 May 2012 1:43pm Really nice. This is one of the projects I want to work next, I want to make a character like this. I use Blender 3D for the most part and have made some already, but would like to go into many details like you did here.
Thank you for the Tutorial.
(ID: 28668, pid: 0) Vrayx on Sat, 04 December 2010 6:01pm Hey I have a question. is there anyway I can learn more about baking materials?
(ID: 27266, pid: 0) Fauzi on Sun, 14 November 2010 10:54am Hi, i'have question about 3ds max. How to create expression face without modifier morpher but with material morpher. I have view references pictures, you can see in this link:
if you have many tutorial about that, can you share to me,cause i want learn with this concept about create 3d character with 2d face.