'Maya'


Making of 'Close-up Portrait'

by David Moratilla
 

With this technique I had more control than using the original shader. I could quickly adjust the percentages of each skin layer, and change colors, contrast and levels for each layer.

I made a mask for the reflection pass. I only wanted that reflection on the lips and this mask was okay because I was going to create still images. If it were for animation, I would have painted the weight of the textures before rendering the passes.

Eyebrows/Eyelashes:



The eyebrows and eyelashes are polygon cones with different sizes. All were manually placed; it was simple but tedious work here (Fig.18).

Fig.18

Eyes:



The eyes are three meshes: exterior, iris and a back cover (pupil) (Fig.19).


Fig.19

The “exterior” mesh uses a blinn shader with transparency in the center that allows us to see the other parts. The transparency map is a Maya circular ramp.

Here is a render without textures, only with the transparency (Fig.20).

Fig.20

I took photos of my own eyes to create the textures (Fig.21).

Fig.21

Here are the shader values that I used. As a special thing, I also used a bit of translucence (Fig.22).

Fig.22




Lighting_la_Ruelle




For the reflections of the eyes, I mapped a HDR texture on a sphere and deleted the faces that didn’t have the light source. I placed it where the light was to simulate that the light comes from a window (Fig.23 – 24).

Fig.23

Fig.24


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