ArjunM
03-04-2008, 04:18 AM
In the recent past, I've tried to do a photo-real model of a human, beginning with non-orthogonal reference views. With such photos not available, here's what I did-
There were at least three photos of this face I was studying closely. I then sketched the same pictures, then the same person in different poses and angles
I then prepared 'blueprints' of front and side view, using only lines. I didn't shade or colour these blueprints.
Then I prepared a 3-D model in 3ds Max from these blueprints. The model has a very low poly-count of 7300, with symmetry and NURMS smoothing of two iterations, with eyeballs and no hair.
There are not too many deep areas in the model, so some curves and wrinkles are missing- in fact, skin looks even.
I tried to digi-paint the textures (eyebrows and lips in particular, and also bump-maps) and then applied on the face. The skin has an even texture, while the deep areas are painted as a separate bump map.
And I don't really like what I see. Looks too much like a scratchbuilt gaming model.
This is not a cartoon/game model, but one I intend to use in an animated music video. I have studied that method of taking front and side views, then blending them in Photoshop over a rendered UV template of the modelled face, but for this model, I don't have such photos. In our school, we haven't been taught how to paint face textures, so I have been using digital painting techniques here.
There were at least three photos of this face I was studying closely. I then sketched the same pictures, then the same person in different poses and angles
I then prepared 'blueprints' of front and side view, using only lines. I didn't shade or colour these blueprints.
Then I prepared a 3-D model in 3ds Max from these blueprints. The model has a very low poly-count of 7300, with symmetry and NURMS smoothing of two iterations, with eyeballs and no hair.
There are not too many deep areas in the model, so some curves and wrinkles are missing- in fact, skin looks even.
I tried to digi-paint the textures (eyebrows and lips in particular, and also bump-maps) and then applied on the face. The skin has an even texture, while the deep areas are painted as a separate bump map.
And I don't really like what I see. Looks too much like a scratchbuilt gaming model.
This is not a cartoon/game model, but one I intend to use in an animated music video. I have studied that method of taking front and side views, then blending them in Photoshop over a rendered UV template of the modelled face, but for this model, I don't have such photos. In our school, we haven't been taught how to paint face textures, so I have been using digital painting techniques here.
