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Apart from this, I created extra geometries to create the tear line and to improve the blending between the eyeball and the face. I also adjusted the eyelid to the shape of the eye for the different poses (Fig.25).

1045_tid_CUP_fig25.jpg
Fig. 25

Teeth

Once I'd modeled the teeth I used photos to create the textures. For the shader, I made several tests to simulate a good translucency. Finally I used the SSS fast skin shader with this configuration (Fig.26).

1045_tid_CUP_fig26.jpg
Fig. 26

The reflection is in an extra pass. I made it with a blinn shader to compose later in Photoshop.

Hair

For the hair there were two stages: the generation and the shading.

Hair Generation

I made many tests to create the haircut that I wanted, and it was so painful. The best that I found was shave and haircut, using nurbs curves to create the hair (something like a loft, but with hairs). With this method I could control the style of the hairs.

For that, I selected two or more curves, created the hair and selected "Interpolate Guides". I created different hair systems for each style to give some variety. If you only create one, the result is very "smooth" (Fig.27).

1045_tid_CUP_fig27.jpg
Fig. 27

I created two different hairstyles and also a bald version (with the hairs from the skin texture. So I then had three different hairstyles to choose for each pose. In this image you can see the different systems used for each style (Fig.28).

1045_tid_CUP_fig28.jpg
Fig. 28

Once the systems were created, I ran a dynamic simulation to lay down the hairs in the final position.  I used a version of the geometry with smoothed ears to avoid problems with the dynamic simulation.

Hair Shading


For the shader, I used "shaders_p" hair system. I played with different shaders and this was the one that gave me best results. It can be downloaded here: http://www.puppet.tfdv.com/download/shaders_p_e.shtml

To use that shader instead of the shave and haircut one, you have to uncheck "OverrideGeomShader". Then you can apply the shader that you want to the hair system.

I made different shaders with little variation in the position of the specular and assigned these to the different hair systems. I then rendered the hairs in a different pass ready to be composited later in Photoshop.

Fur

I wanted to add fur to the face because the camera is so close to the face and I think this adds a lot of realism. I created different systems, each one with a different width, length and orientation. I used the Paint Fur Attributed tool to paint the baldness of each system.

I rendered in a separate layer, and composed in Photoshop with the blending mode set to Screen (Fig.29).

1045_tid_CUP_fig29.jpg
Fig. 29


Composition

I merged all the layers that I had previously rendered. Nothing special here; I just configured all the layers and passes in Photoshop.

Finally I added a layer of noise, a bit of blur and some chromatic aberration to try and reduce the CG appearance (Fig.30).

1045_tid_CUP_fig30.jpg
Fig. 30




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Readers Comments (Newest on Top)
avatar
Mouslim on Fri, 09 November 2012 7:13pm
David, Please make a dvd of it. Everybody will buy it
avatar
Alix on Sat, 11 February 2012 9:28am
I think adding noise to the final image was unnecessary. Awesome tutorial none the less, I learnt something!
avatar
Jeremy Schichtel on Wed, 19 October 2011 8:50pm
I was so glad to see this tutorial. My coworkers and I marveled at these images. You had lots of us second guessing if it was cg
avatar
Khanh Pham on Wed, 24 August 2011 2:49am
great tutorial. Thanks
avatar
Thomas on Fri, 19 August 2011 1:06pm
Incredible work man, just amazing. I would kill to see a video tutorial for something like this.
avatar
Mohammadyashar on Thu, 18 August 2011 5:33pm
stunning!! working with max's hair and fur is so painful. but you did it in the best way. I don't know what to do with a frizzle hair.
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Nico on Thu, 18 August 2011 12:49pm
Nice work, but will have one problem with the teeth, they are not oriented in relation to the lips, I think. Bye Nico
avatar
David on Wed, 17 August 2011 11:02pm
Thank you very much, guys!
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Esteban on Wed, 17 August 2011 5:15pm
Never mind my previous question about the cavity map... I just noticed that you used it as a specular map :)
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Esteban on Wed, 17 August 2011 5:12pm
Thanks for the tutorial! I just have one question about it: how are you using the cavity map? As a bump map? I've always wondered how to get a nice bump map out of ZBrush...
avatar
MoteOne on Mon, 15 August 2011 7:38pm
Hey there, one of the most realistic renders i had ever seen in my live :D very nice
Munkybutt's Avatar
Pak3dark (Forums) on Mon, 15 August 2011 7:15pm
The boos The work is incredible, modeling, texturing, lighting and postpro ...... is total, I particularly liked the effect of facial hair and the detail of the eye, David is a work of 10, congratulations ...........and go to work ....jiji....
avatar
Vince on Mon, 15 August 2011 5:50pm
Love the images and tutorial...! Great inspiration for many artists out there no doubt! Keep it up ! Love your site too !
avatar
Luis F�bregas on Mon, 15 August 2011 1:06pm
Nice tutorial David, thanks for sharing.
Munkybutt's Avatar
Perversonality (Forums) on Mon, 15 August 2011 12:55pm
Love the attention to detail on this one, especially the facial hairs. Nice write-up too :)
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