Keep up-to-date with Free tutorials!!

 

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

 

- 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

3DTotal.com logo
 
Shop
Tutorials
Textures
Galleries
Forums
Submit
 
submit tutorial
1 | 2 | 3 | 4 | 5
Making Of 'The Virtual Mime'

By Dennis Moellers
| Your Rating:
starstarstarstarstar
(2 Votes)
| 17638 Views
| 0 Comments
| Comments 0
Date Added: 24th March 2010
Software used:
3ds Max

Texturing the Head

The first step was attach both sides of the head and make them seamless. I welded together each point in the middle of the head and smoothed the points together. Then I moved each point around to get rid of the bump that occured between the sides.

996_tid_16weldhead.jpeg
Then cylindrical mapping was used in order to attach mapping coordinates to the face.

996_tid_17maphead.jpeg
The mapping coordinates made it possible to unwrap the mesh into a flat texture image file. Now that I had this I could simply paint on top of it and the texture would fit into the correct place.

996_tid_18faceunwrap.jpeg
I took the side and front photographs and merged them together with Photoshop. I tried to erase as much of the shadows as I could from the image. This was because the 3d program creates its own shadows so the two would interfere.

996_tid_19facetexture.jpeg
I edited the original texture map and made the bump map from it. I tried to make a continuous rough surface over the face painted area to get a nice texture.

996_tid_20facebump.jpeg

Again I took the original texture map and edited it. This time I made the specular highlight map. The only area I really wanted it to be shiny was right under the eyes so I made this region brighter. I didn't want too much shine because I think that leaves the model looking like plastic. Also I left a small amount of white on the neck area for the skin.

996_tid_20facespecular.jpeg
The eyeball texture was taken from a photograph and mapped onto the pupil, iris and white section. The cornea was left as transparent under another transparent layer that covers the entire eye.

996_tid_25eyerender.jpeg
This is the finished result of all the maps working together.

996_tid_21facerender.jpeg


 
1 | 2 | 3 | 4 | 5
Related Tutorials

Tutorial

Making Of 'Chieftain'



Keywords: character, male, tunic, sword,

Go to tutorial
starstarstarstarstar (14)
Comments 1 Views 35440

Tutorial

Digital Art Masters: V7 - Sample Making Of 'Hoshi'



Keywords: character, female, hoshi,

Go to galleries 1
starstarstarstarstar
Comments 0 Views 25918

Tutorial

Making Of 'Who is Spock?'



Keywords: character, male, human, spock, star, trek,

Go to galleries 1
starstarstarstarstar
Comments 0 Views 23839

Tutorial

Making of 'El NiƱo'



Keywords: character, boy, skater, gas mask,

Go to galleries 1
starstarstarstarstar
Comments 2 Views 17911
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment