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Post Info TOPIC: Making of Kid


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Posts: 145
Date: Dec 14, 2009
Making of Kid
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header.jpg

I was looking for a character to do for my reel and so I started looking on the net. Normally I have no idea what I want so I just look in flickr or other photo sites for good images. I found the image  of “Roney“ which was taken by carf, HERE. And I really liked it as an image and to show my skills as a 3d artist..So I searched more of his images (roney) which ever I can find. After gathering all of them I started to see If I can get a side view as well which helps me in modeling.

Modeling

For this stage tried to make a basic kids face for him. And tried to get the silhouette for him. After getting the silhouette I bring it into Zbrush for filling in the details. I use ZBrush a lot because its less push and pull of points. It’s less technical because you don’t think about the line flow. This I import the Model in Maya again to see If I have pushed or pulled it too much.  Mainly I use the clay brush and pinch brush in ZBrush.

1.jpg

2.jpg

Texturing - The image I got was quite hi res and so I removed the shadows and highlights from it and made as clean as possible. I used Photoshop’s shadow/highlight for this. I then projected this on the face. And this was my initial result.

before Texture
After this I rebuilt the image by using different images since the skin of the kid is quite irregular. I used concrete maps and dirt maps to give it the desired variation. And this is the result I get...

epidermal.jpg

For the jacket and pendant I did the same. I used the image I got from the photograph and rebuilt it. This might be cheating for others but I rebuild all of them. The initial projection is used to see where the scars and small things lineup.

For the eye, I didn’t use the textures. I just used a ramp with a marble fractal for the veins. Since I don’t really see it this way works. And it’s easy to manipulate the ramp.

hypershade.jpg

After getting the texture for the face I bring it back to Photoshop to make a bump. I use high pass for this then I brought into ZBrush too see where the scars lineup.

Then  I save the big scars and rebuild the pores and fix the scars along the way. I do this in ZBrush using the bump viewer material. This is faster for me than subdividing for getting the details.

bmp.jpg

Lighting

I suppose, this is the most important stage because this brings life to the images. So what I did for this image is, I compared the one I edited in Photoshop by removing the shadow and highlight. This way I can see the different images with and without light.

Then I used an area light to make my sunlight. Then I made bounce lights for the red light bouncing from the back wall and also  added fill lights as well.


light1.jpg
light2.jpg
Skin Shader

My skin shader is probably wrong on how skin really works. But didn’t want to get too technical with it so I experimented on what looks good.

skin.jpg
skin2.jpg
skin_material.jpg
Post

For the post I added an occlusion pass and  brighten the chain.

final.jpg

The most important thing for me is looking for references. Since I don’t really have an artistic background, I rely a lot on reality. Next would be scaling the objects properly and doing the light based on how light actually works in real world - like using CIE and blackbody for Maya to get the right temperature.




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my23.jpg


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