All textures are pretty much photos I have taken, and they look clean so there is not much explaining for that. I prefer to talk about the texturing on the head. Unfortunately I did this picture not thinking of doing a tutorial, but more about speed, so I didn't spend time UV mapping the head, and just used AUV Tiles from Zbrush. Any way I'll talk a bit about the process.
Textures of the head was done in Zbrush, as they could be painted in 3D. I thought Kris Costa's technique (http://pixologic.com/zbrush/class/artaction.html
) would work pretty good, and it did. So I just began to search for photos and extracting different skin patterns.
These were the ones I used. The black&white ones were used as alphas. When using them, some I tweaked the levels to stress the detail a little bit. For example, the 6th and 8th are the same, but used differently
Apart from these patterns, I also used Zbrush internal alphas and painted a lot!
All materials are standard and Raytrace materials from 3DSmax. Not a big deal. The chrome materials, such as the necklace, were just a raytrace material with reflection to about 75%. The trick is in placing a sphere or a different shape next to the key/backlights, and make them 100% self illuminated and about 5 times more reflective, so materials reflect them much more.
You can do that by adding an output map to the color map:
The eye consisted in 2 parts, the cornea and the inside of it. The 1st one is a raytrace material, 100% transparent, with a procedural bump mapping on it and some reflection (like 10%)
The 2nd one was a simple standard material with the color, bump, and a really subtle specular. As you can see they not reflect the environment very much, but those Reflective objects are pretty intense!
To improve the look of the eye, you can use SSS too.
The skin material:
Thumbnails just are to give you an approximate notion of the color and intensity of each image.
I don't put thumbnails for the specular as they wouldn't make sense, because levels were tweaked a lot inside Max. I hope you don't care, as it's a pretty easy task
These SSS settings won't always work in your case. This is because of the scale. You have to adapt it to your scene scale :) Mine was in real scale and units are in mm, so you can figure out the scale..
< previous page next page >