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Making Of 'Chinese Girl'

By Ke Weilin
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Date Added: 7th September 2009
Software used:
3ds Max, Photoshop, ZBrush


350_tid_Fig.05.jpg
Fig. 05

350_tid_Fig.06.jpg
Fig. 06

Texture and material - Head

I used 4k maps for the face texturing process. It's really amazing; it contains so many details that you don't need to paint a bump map. You just need to make a little color adjustment, plus draw the mouth lip details.

There are seven textures for the SSS material (Fig.07). They are as follows:

  • Unscattered
  • Epidermal
  • Subdermal
  • Suddermal weight
  • Two Specular weight maps
  • Bump map

About the SSS material: there is not a standard to measure what a skin material should look like. You can fiddle with the parameters to get the result that you want, it could be super-realistic or fantastic or a cartoon style - it's up to you.

Here I made a weight map for the subdermal layer, because this is a underage girl and so I wanted to make some parts of her face looks more tender than an adult's, such as the lips and the cheeks.

350_tid_Fig.07.jpg
Fig. 07

Texture and material - Cloth

I applied a tileable fabric bump to it, in order to get the right scale for the fabric pattern. I tiled the map 100 times and then set its bump value to 999, which gave it a nice fabric look. I made a Chinese-style red color for the cloth and added a Chinese-style flower pattern to the collarband(Fig.08).

350_tid_Fig.08.jpg
Fig. 08

Texture and material - Hair

I used 3ds Max's native hair system to create the hair (Fig.09).

350_tid_Fig.09.jpg
Fig. 09


Lighting

The lighting set up was pretty simple. I used a "wall" to "cut" the key light as this made the lighting more natural. I then added a couple of other lights to act as environment lighting (Fig.10).

350_tid_Fig.10.jpg
Fig. 10





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