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Making of 'Ingrid Bergman'

By Max Wahyudi
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Date Added: 9th December 2009
Software used:
Maya, ZBrush
448_tid_eyephonge.jpg
Fig. 08

Texturing

Texturing was probably the easiest part of this model. Both the epidermal and specular map images pictured here are actually the original size that I used, even for the 2500 pixels wide render. The dark area above the lips is because of her skin tone in that area, so it's not necessarily the same with everyone! (Fig.09-10)

Notes

For the high resolution image I used a photo texture as a bump map; for the standard one I usually only use procedural fractal in Maya. The map that I connected to the ambient slot was a samplerinfo node connected to a ramp, in order to simulate the "peach fuzz" effect. The scale parameter in the SSS shader is dependant on your model size (my head model is 2 units wide, and I used 40 as the scale value).

448_tid_ingridtexture.jpg
Fig. 09


448_tid_skinsss.jpg
Fig. 10

Hair

I used Shave & Haircut to create hair, and it's the most frustrating part of creating this image. My only suggestion is try to avoid using it and use the standard grids and transparancy map instead.

As for my hair setup, I created couple of hair nodes for different part of the hair, and rendered using the buffer method for much faster (less realistic) result. The lighting setup was different than the head because it wasn't giving me the result that I want, because of that I had to create fake shadow for the head, and composite the hair in post. (Fig.11)

448_tid_ingridhairgeo.jpg
Fig. 11



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Readers Comments (Newest on Top)
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(ID: 76130, pid: 0) Deepak on Fri, 06 January 2012 5:06am
Great job Max Wahyudi !!
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