'General'

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"Completing the Human Figure, chapter 7" by Peter Ratner


Step 11. In your 3D program, apply the various maps to the UV face. For color, assign the UV color map. For specularity designate the UV specular map, and for bump specify the UV bump map.
Fig. 7-24 A texture editor in a 3D program with several bump map layers.
Step 12 (Figure 7-24). The UV bump map can also have another overall skin bump applied to it. The illustration shows how a texture editor could have two layers of bump maps. The lip bump is underneath the seamless skin bump. The higher value of the lip bump will make it visible along with the overall bump map. In the chapter 7 folder there is another folder titled human textures which contains a seamless skin bump texture as well as other ones that you can use.
 
Step 13. Apply the seamless skin texture to the rest of the model except for parts like the fingernails. Try cubic mapping and let the texture repeat. Since the edges of the UV face map were blended into the overall seamless skin texture, you should not see any lines where the UV map meets the cubic mapped skin texture.
Step 14. Take the overall bump texture and put it on the model using cubic image mapping. It should have the same value and size as the bump map that was placed on the UV face.
You can use UV mapping to paint textures on the entire body. This is preferable to overall seamless textures if your goal is to create a very realistic looking person.
UV Mapping the Eyeball
Fig. 7-25 UV mapping the eyeball
Step 1 (Figure 7-25). Select the eyeball polygons and specify a UV map for them. Spherical or cylindrical on the z axis should work fine.
Step 2. Place the eyeball texture as a background image behind the UV view window. Adjust the mesh to the eyeball texture in the UV view window.
Step 3. Assign the eyeball texture to the eyeball in your texture editor.
UV Mapping the Iris
Fig. 7-25 UV mapping the eyeball
Step 1 (Figure 7-26). Select the iris polygons. These should already be named iris. Create a UV map for it that is planar on the z axis.
Step 2. Place the iris texture as a background image behind the UV view window. Adjust the mesh to the iris texture in the UV view window.
Step 3. Assign the iris texture to the iris in your texture editor.
Surface Values for the Human


3D_environment


The following lists some surface values that you might find useful when texturing your human. Of course, it is understood that values vary according to software and individual taste.
Teeth
Color: White
Luminosity: 60%
Diffuse 30%
Specularity 80%
Glossiness 30%
Reflection 0%
Transparency 0%*
Translucency 50%
Bump 100%*
*A slight edge transparency can be applied.
*The bump can be fractal noise procedural texture that is twice as long as it is wide.
Gums
Color: Pink
Luminosity: 0%
Diffuse 100%
Specularity 100%*
Glossiness 40%
Reflection 0%
Transparency 0%
Bump 100%*
*A small fractal noise procedural texture can be implemented for specularity
*The same fractal noise can be used for the bump map.
Tongue
Color: Pink
Luminosity: 0%
Diffuse 100%*
Specularity 100%
Glossiness 40%
Reflection 0%
Transparency 0%
Bump 100%*
*Adding a tiny crust procedural texture to the diffuse makes the tongue appear somewhat rough
*The same crust procedural texture is also applied as a bump map.
Cornea
Color: N/A
Luminosity: 0%
Diffuse 50%
Specularity 400%*
Glossiness 80%
Reflection 5%
Transparency 100%
Bump N/A
 
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