In the case of the textures, I took
the mesh and applied a multi / subobject
material. In this way, all the mesh
was subdivided into zones, which were
then mapped to the texture. Subdividing
the mesh into several zones gave me
more controllability and flexibility,
I mean, I was able to map different
areas of the mesh into the area of the
texture that I wanted, and it permitted
me to avoid some areas of the textures
which I didn't wanted to show up on
the final model. Photorealistic textures
are very important to produce photorealistic
characters. If you have a digital camera,
you may take a picture of a real person
and then adjust that picture in a 2d
program like photoshop, or, if you are
advanced in photoshop or corel or something
similar, you may draw all the texture,
layer by layer, and then use it in max;
in this way you have more control and
you can produce the effect that you
want (a more clean or dirty texture,
etc). In my case I had a texture to
a high resolution, about 3000 x 3000
pixels. It is shown below (the diffuse
map and the bump map):
I have tried different values for the
bump map and make render tests to see
what happens. Like I said, when you
draw your texture 100 % in photoshop,
you may draw what you want, in fact
you may create the skin how you want,
more clean or more dirty, with more
or less wrinkles, you may give it the
color that you want, so, if you are
good in photoshop, that's the way to
do it.
I wanted this character to have a clean
face, and combined with that perfect
trim beard to look very fresh. But as
you see, my texture was not very clean,
it look like he shaved 2 days ago. But
I found the solution to avoid that.
I croped the mesh in zones, and I assigned
different material id's to them. Then
I assigned to the head a multi / subobject
material. After that, I have selected
the zones by their id's (using Poly
Select modifier) and apply to them a
UVW planar map. After all the zones
had mapping coordinates applied, I have
collapsed the stack. Then I have applied
Unwrap UVW and adjust the points on
the texture. Having different material
id's, I could map a zone where I wanted,
I mean I put them in the clean area
of the texture and this way I avoided
the areas with beard. That's the process
with all the zones. In the pictures
below I put an example with two zones.
For the lips, it's the same thing .
The eye texturing now .
Like
I explain earlier, the eye ball is composed
of two spheres, for the outer sphere
I used a transparent material with a
high specular level. I applied textures
only to one sphere. See below, the two
spheres. I have erased some parts of
the spheres because I don't need them,
they are not visible anyway.
I
have assigned to the first sphere which
holds the iris and the pupil 2 zones,
with id2 and id3. To those areas, I
have applied UVW map (planar mapping)
and then Unwrap UVW to adjust the texture.
The textures I had were at higher resolution
and contained veins. I didn't make the
bump parts of the eye, because they
weren't very visible at the final render.
But if you want, you can do a bump map
and assign it to the material.
The
first texture was assigned to the id2
and the second to the id3. Also, the
area with id3 (the iris), has that little
light which we can see in the eyes of
someone. This is a HDRI image assigned
in the reflection slot. When I assigned
it, the light wasn't in the position
that I wanted, so I had to modify the
controls of tiling, offset and angle.
In this way I could control the position
where the light appears on the eye surface.
3DTotal
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The
Lighting
For
the lighting, I used several omni lights
having little intensity (about 0.2)
and a lot of GI. The position of the
lights is shown below:
In fact, the lighting is not done by
those lights, they are only there for
making some shadows and for some effects,
the lighting is global illumination.
The renderer is Brazil v 1.2.21 and
the render time was about 45 min.
Well, that's all about this project
I hope it helped you.
Like
I said, it's my first tutorial and I
tried to make it as explicit as I could.
In fact, I consider it a presentation
of the way and the techniques that I
used to make this character. Hope you
like it!