View Full Version : head model: self
calebs 11-09-2003, 09:10 AM hey, wanted to try a head model. any comments would be great. also, i may have some questions on texturing (skin techniques in Max, etc...). so if anyone has some tips, i would love to have them.
thanks.
http://www.chipandbruno.com/cg/head/h34-l-01.jpg
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calebs
11-09-2003, 09:10 AM
more images
http://www.chipandbruno.com/cg/head/hf-s-02.jpg
http://www.chipandbruno.com/cg/head/hf-w-01.jpg
http://www.chipandbruno.com/cg/head/hs-s-03.jpg
http://www.chipandbruno.com/cg/head/hs-w-01.jpg
p0lym0rph
11-09-2003, 09:21 AM
verry nice start!
commy
11-09-2003, 05:42 PM
ull find its alot easier to model with the eyelids open! for 99% of the time there gonna be open so better to modle them in "rest" position than an extreme, especialy since eyes are the most visible feature on the human face
kiko3d
11-09-2003, 05:59 PM
Do you need help with uv mapping or the texture painting process?
calebs
11-09-2003, 06:20 PM
thanks.
i'll definately open up the eye lids when i work on putting in some eyeballs. so thanks for the tip.
as far as texture stuff. i guess i'm looking for any tips on getting skin to look good. i think i've got the uv mapping part down, i'm just not too sure i've got the look of the skin down yet. are they any shaders in max that are good to look into? maybe i'll look around at some models that i've seen that have some good skin and ask if anyone knows how they go about that.
thanks.
i'll try and get some more updates soon. I'll start on the eyes next then i guess.
kiko3d
11-09-2003, 06:35 PM
For the skin the best way is to take good reference photos( hi-res) and retouch them in photoshop to fit the uv mapping. Once you have that, just convert it to grayscale in vert it and there you got the bump map. For the specular use the first grayscale version, and paint in white the zones you want brighter.
As for the material in max, is good to use some kind of material that allows translucency, there you could put a map like this one below.
http://kikoman.250free.com/Translucencyexample.jpg
But if you need further help go to 3dtotal, and look into the tutorials section in maya tutorials for a texturing tutorial from julian johnson mortimer, itīs awesome.
calebs
11-09-2003, 06:45 PM
thanks kiko3d
i'm using max 5, so i'm not sure if that maya tutorial will help with the texturing. but i'll check it out. with that map you posted, would that be something to use in a self illumination slot? i'll play around with it, i'm sure i'll have more questions as i get into the texturing more.
thanks again.
kiko3d
11-09-2003, 09:56 PM
Well, in fact the tutorial is in photoshop, but he uses maya to bake textures for the bump, with the procedural shaders of maya, itīs a really good feature, I donīt know if that can be done in max.
The map I showed you is for being used in the translucency map slot, it would give a great result. You got to use a brazil shader that supports translucency for example, or just a raytrace default max material, if you have any questions feel free to ask kiko3d@hotmail.com
eYadNesS
11-10-2003, 01:00 AM
Good stuff, keep it up..
Waters
11-11-2003, 01:16 PM
I really like this model.. I dont know what you look like, this this head looks very realistic to me, the proportions seem correct, and its an odd but cool expression that your model has on its face. Any reason you modeled the head with the mouth open?
hey...is going pretty well....
whatch out for 5 side faces....
calebs
11-11-2003, 11:52 PM
thank you all. i know i havn't posted in a while, but i will. i've been blocking out the texture for it. i did some more details around the eyes and the eyeballs.
Waters
maybe after another update or so, ill put up a photo of me so that i can get some crit based off that. i decided to model it with the mouth slighly open because i thought that it would be easier when it came to textureing and stuff.
thanks again.
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