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Introduction:
Sam is my second attempt at creating a realistic CG human head. My main reason for choosing to create an old man is that there are many more skin details on an older face than there are on a younger person. To me, that would mean “more for less” - by which I mean that because there are more details, it’s less of an effort to achieve realism. Younger and smoother skin is a lot harder to create as the line between real and plastic is extremely fine. I think it’s something I’d like to try in the future though, just to challenge myself, so hopefully I will be able to show my work to you again at some point.
The software that I used for creating Sam included Maya 7.0, which was the main software used for modelling, laying out UV and hair planting; Mental Ray for rendering; Bodypaint 3D for texturing and ZBrush for creating a displacement map.
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Modeling Sam:
I was fortunate to have hi-res photos that I could use as a reference point for this project. After importing the usual left and front reference photos into Maya, I began by modelling just half of the face with as little poly as possible, slowly adding more details along the way. I then mirrored the completed face model and spent some time refining the face to break up the symmetrical look. At this point I imported the quarter view photo into Maya and adjusted the face model to match the photo. It is important to match the model not only to the left and front views, but also to the quarter view because this view can sometimes provide the vital finishing touches to your model. To make the matching up process a little easier, try to remember to find out the focal length of the photo. Each eye ball has two layers: cornea for catching all highlights and actual eye model for shading. Poly cones were used for eye lashes.
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