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Female Character Head Example |
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This is a before and after shot of a female character head that I modeled and imported into a high resolution sculpting environment such as Zbrush or Mudbox. I took this model from my custom library of character assets and then I reformed it to fit the purposes of the modeling objective. The end result was not intended for high-res output but more or less a medium resolution final product that had most of its realism captured in the texturing via normal maps and global illumination baking. The full character source mesh was 14,000 polygons. The final-res sculpted mesh was 3.8 million polygons. |
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click thumbnail to enlarge this image |
click thumbnail to enlarge this image |
Somewhere in the middle of the character creation process, (when modeling is done) I always like to do some lighting tests as a means of evaluating the forms on the character model; I wanted to make sure it was void of kinks or undesirable lumps that may have been missed when modeling. At this point I export a high-res sample of the character's head, so that I can model in the details of the eye: eyelashes, mucous membranes and the geometry that will help simulate the eye liquid. |
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Because this model was from my asset library, I had already UV mapped it. So after the modeling process is complete, I go into the UV map editor and relax areas of the model that may have had their relative texture proportion(s) stretched or distorted, because of high res sculpting and modification. |
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click thumbnail to enlarge this image |
click thumbnail to enlarge this image |
Now I render the model using global illumination, after adding the bump map and a reflection map. After this stage I would proceed to complete the rest of the details in the eyes like veins or sunspots. Later on comes the hair effects, the creation of the mouth, teeth, gums, clothes, etc. |
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Thank you,
Emmanuel Flint |
Copyright © 2010 Emmanuel Flint |