Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1 | 2 | 3
Making of 'Ingrid Bergman'

By Max Wahyudi
| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star full
(3 Votes)
| 96915 Views
| 0 Comments
| Comments 0
Date Added: 9th December 2009
Software used:
Maya, ZBrush
448_tid_ingridfinalwip.jpg

Reference

Finding good references is the key to creating a good likeness. For this I always use screen captures from movies because sometimes you can find shots where the character turns, plus the camera distortion is always the same and predictable. The only drawback is the low image quality, but in my case that's totally fine because you can't find high resolution images of Ingrid Bergman anyway! (Fig.01)

448_tid_ingridwipref1.jpg
Fig. 01

Modelling

I used an old base mesh and jumped straight into ZBrush for tweaking. I kept the reference image open and tabbed between that and ZBrush when sculpting. This process is a lot like life drawing, where you alternate between looking at your work and the model!

After I was satisfied with the sculpt, I imported the file into Maya and tried to match the camera with my reference. I then made a direct comparison in Photoshop by placing the two side by side. This process can take quite a while, especially if you are repeating the process with different reference images to make sure the model is accurate from multiple angles.

The eyes are important as a tracking point when matching your camera, since their size and location are usually the same on every human. So it's generally a good place to use as a reference because you know, with some certainty, that it is one of your only constants.

Try to keep the textures as simple as possible, because otherwise they will interfere with the model (Fig 02 - 04)

448_tid_ingridwip1.jpg
Fig. 02

448_tid_ingridwip2.jpg
Fig. 03

448_tid_ingridwip3.jpg
Fig. 04


In my opinion the mouth area is the most important part of nailing a likeness, so I composite my 3D render into the lower part of the face on my reference image and (hopefully) it still looks like Ingrid Bergman. (Fig.05)

448_tid_ingridwip5.jpg
Fig. 05

Eyes

The Eye ball consist of 2 parts, the inner part used a SSS material and the outer part used a PhongE material. The Attribute on SSS doesn't seem to matter that much, as long as it gets the Scattering effect it should look fine. Fig.06-08)

448_tid_ingridwipeye.jpg
Fig. 06

448_tid_eyesss.jpg
Fig. 07

next page >

 
1 | 2 | 3
Related Tutorials

Tutorial

Gallery Image.



Keywords: character, creature, wasp, woman, scene,

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star half (10)
Comments 0 Views 48159

Tutorial

Gallery Image.



Keywords: woman, robot, robotic, mechanical, sci-fi

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 1 Views 128217

Tutorial

Gallery Image.



Keywords: mr burns, the simpsons, character, old man, portrait, cartoon,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 4 Views 51801

Tutorial

Gallery Image.



Keywords: character, man, old, portrait, military, hat, medal, nazi, general,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 0 Views 26593
Readers Comments (Newest on Top)
avatar
(ID: 76130, pid: 0) Deepak on Fri, 06 January 2012 5:06am
Great job Max Wahyudi !!
Add Your Comment