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Making Of 'The Virtual Mime'

By Dennis Moellers
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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




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