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Preparation
I started off with a collection of hi-res photographs of the person I am going to model. This is important as I will be using camera projection method on this project. By having a good front, side, quarter and other views in raw format would be a great start. First of all, the raw format photographs would provide focal length info which will be useful for matching up the model with various camera views. Also, we could rely on the extra info on the raw images to remove shadow and highlight on the photographs for hi res texture projections. I would explain in details at the later stage on how I do this. So, it would be good if you happen to have these hi res photographs ready.
The entire process will use Maya for Modeling and Hair. Photoshop and Bodypaint for Texturing, ZBrush for sculpting and Renderman for Maya for final render. One little part that is different from my other projects is that, I wanted to achieve the final look without depending on comping the different render passes together. I must admit I did do a bit of color grading and adding a bit of film noise to better blend with the actual background image, but no render passes were used in the final image.
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Modeling
To begin, I imported a generic head model into Maya.
I have five photos of the person I am going to model in left, quarter left, front, quarter right and right views. Create five cameras and attached these photos as camera background images. It would be a good idea to make these photos in square size to avoid any accidental scaling. You will have to reshape the model, at the same time adjusting the cameras to match the head model.
This process usually ended up with lots of frustration as you will most likely not being able to get perfect alignment. Well, one of the reasons is the actual human model might move or changes his expression slightly from one photo to another. So, you will have to decide from an artistic point of view to choose which will be the master view to follow. For me, I had a pretty good matching up on front and quarter views. Having bit of a trouble getting the ears right.
We will reuse the camera setup in Maya for texture projection inside Bodypaint. Before you begin adjusting cameras, please read my other tutorial on how to do camera setup in Maya so that it is transferable to Bodypaint.
The link of the tutorial is at: http://www.sweekim.com/Tut_MatchingCamera1.html |
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