Hi!
My name is Jiri Adamec and I want show you how I created Afro head and give you
the inspiration to create similar
or even better pictures.
Modeling
One
year ago I saw a tutorial of
a head at http://www.secondreality.ch/.
And my style of modeling isn´t so different. One of the basic rules is:
the model should have around 99 percent four-sided
polygons. And edges of the model need
to flow along wuith the skull and face muscles.
There are several
good techniques of the modellings of the head and every one have something best.
I prefer this
technique of the gradual wraped-up details because I work with the
whole model and I have continual control on
other parts than I'am modeling now.
Mapping
I
used Sherpical mapping and then adjuste in uvw unwrap – mainly with using
of the Soft selection.
I maped only one half and I used
before it modificator Symmetry. After the Symmetry I indicated one half mirrored,
turned up and put together with implement Weld. And the outcome you can see here.
Texturing
I used high-res textures from
www.3d.sk. I would like to thank for these
top-quality textures, because without them I'd
have double the ammount of work. Final bitmap was 4800x3200. I've made textures
for Bump, Specular, Specular color, Diffusion, Sub surface.
At adjustment of the basic texture (color) I worked
with drawing-tablet from Wacom
and with functions: Brush, Clone,
Stamp, Patch, Dodge and Burn tool.
Firstly
I aquired an unwrapped wireframe, I
used the free plugin
Texporter for this. Secondly I filled
out a new layer with basic
color. Thirdly I opened front view
of the black-man into the next
layer and I opened the left view
into the last layer.
I shift front
view –
it must fit with
the wirerame.
Then I shift left view
– it must fit
with the front look. On the left
view I erase redundant texture with the
eraser. In the place
of the connecting line between both faces, I use eraser
with soft hardness. Step by step I overlay the 3/4
view (middle image below). This view
between both maps is the most important. Therefore I adjust color and lights reflections
at the left view with the 3/4 view without using the Clone stamp, this
gives a more realistic result.
Finally I merge
the both layers and then I must work with iron at
the connecting line; e. g. when I make a beard or improve the connecting line
I use other photos of the black-man from the others angles - I sketch in the texure
so that it looks more real.
Then I make the so called repeating texture. This texture I create with
the mix of differents
parts of the skin from the face and I copy it on the top of the head, ears, scruff
of the neck, etc. Step
by step, I repaint, make lighting or darken
the place where the maps overlay badly together.
If I am satisfied I make the mirror copy. Then I redraw the connecting
line on the texture
and (on this
second half)
make the changes of the skin which I copied here from the other views of the textures.
I make
one final layer out of all those
layers and the basic (color)map is finished.
Now
we take a look the others maps which I adjusted from the color map.
At first you can see
the map Color (left), then Bump and Specular (below). At the adjustments of the
Bump and Specularmap
I used Brightness-contrast, Curves, Levels and Color Balance in the Photoshop
7. The adjustment of the bitmap is completed several minutes' time. Only
the Bumpmap is
contrasted for certain
dermatic defects
and I blur some parts around the eyes which I dont´t need there.
The general adjustment of this map
isn´t so diffucult,
not even for me – and I´m not a
skilled 2d artist.
The Beard
Shag fur:
Rust and the next limitations are influenced with the map – I adjusted it
from the previous maps. I must adjust it a lot so that the
beard would grow how I want.
Firstly
I used the function Invert and then I painted (colour RGB 0,0,0) those parts where
the beard shouldn´t be. I increased
the contrast even more and redraw the parts, where the beard is
much regular. I used presetting/before regulating/ Wet media brushes on
it – I tweaked
the settings a bit.
The Lashes
After Meshmonth I chose
the eye´s line and create a spline
from it. I copied
it twice and tweaked
according to the lashes. In the end I used
the cross section modifier, then I deleted
unwanted splines
and modified the
remaining lashes.
The Material
I'm
using Splutterfish/Brazil 1.03 on the rendering and it´s big advantage are
the materials.
On the skin I used Wax shader – it´s a
good great shader when combined
with quality bitmaps.
I'm curious
how the Skin
shader in Brazil 1.2 will look.
I use Tiling
maps and Brazil velvet material on the cap and
clothes.
Final shots
3DTotal
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The Render
Resulting render I did in 3dsmax 5. Rendering was
done in Brazil 1.03. The scene was lighten with the hdri map and with
one light.
I´d like to thank
the Splutterfish team that they created an excellent tool which – to me,
as a 3d graphic designer – help to the produce higher quality work.
The resulting rendering time
run on the 2x2,2 Athlon MP,1GB Ram was about 10 minutes.