PKD
06-03-2008, 01:52 PM
http://features.cgsociety.org/gallerycrits/93284/93284_1212501159_medium.jpg (http://features.cgsociety.org/gallerycrits/93284/93284_1212501159_large.jpg)
Title: Jeanette of Caldecott Hill
Name: Kiadaw Phua
Country: Singapore
Software: Maya, mental ray, Photoshop, ZBrush
In this image, I wished to model a character base on a real person. I try to avoid popular choice like Jolie or Portman. I thought modeling a local actress will be a cool idea.
I found a nice picture of sweet & pretty Jeanette Aw, a popular TV actress, & the rest is history, pixel & polygons....not forgetting alot of late nights.
Her pictures & WIP thread is as follow
Jeanette, Realistic Character Modeling Study
A little bit about the Image. The model is created in Maya, then export to Zbrush to add extra details to the face & dress. The final polycount was pretty low at 100k tri total. No displacement map is used. Hair is create using Maya hair, including the eyebrows which is painfully labor intensive. Finally, it is rendered using MR renderer with GI, FG & SSS for the skin, with Ambient occlusion thrown in. Final composition is done in Photoshop. There's a bit of masking & level/hue controls done in photoshop & just abit of paintover to darken the hair.
Hope you guys like it, even if you don't, its ok, & if you have 10 sec of free time, I hope you can leave a critics or 2 so I can further improve.
Title: Jeanette of Caldecott Hill
Name: Kiadaw Phua
Country: Singapore
Software: Maya, mental ray, Photoshop, ZBrush
In this image, I wished to model a character base on a real person. I try to avoid popular choice like Jolie or Portman. I thought modeling a local actress will be a cool idea.
I found a nice picture of sweet & pretty Jeanette Aw, a popular TV actress, & the rest is history, pixel & polygons....not forgetting alot of late nights.
Her pictures & WIP thread is as follow
Jeanette, Realistic Character Modeling Study
A little bit about the Image. The model is created in Maya, then export to Zbrush to add extra details to the face & dress. The final polycount was pretty low at 100k tri total. No displacement map is used. Hair is create using Maya hair, including the eyebrows which is painfully labor intensive. Finally, it is rendered using MR renderer with GI, FG & SSS for the skin, with Ambient occlusion thrown in. Final composition is done in Photoshop. There's a bit of masking & level/hue controls done in photoshop & just abit of paintover to darken the hair.
Hope you guys like it, even if you don't, its ok, & if you have 10 sec of free time, I hope you can leave a critics or 2 so I can further improve.
