View Full Version : 3D Self Portrait
Ben Shore 07-27-2003, 12:17 AM Like the title says this is a WIP of a self portrait I'm doing in 3D.
I've never really tried to do a photoreal face before so a self portrait seemed like a good place to start (who else is going to sit around for hours while I grid their face and take photo reference... not to mention scans for textureing later).
This is what I've got so far, just modeling. Let me know what you think could use some improvements before I move on to UV mapping this bastard.
http://www.animepassion.org/remote/inprog_01.jpg
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max_5
07-27-2003, 05:51 AM
That's incredibly accurate of your face, you can really see the resemblance. I am working on a self portrait myself as well, but mine is not as close to completion as yours. The only thing I can pic out is that your top lip is not exactly the same, but otherwise nice work! :thumbsup:
Ben Shore
08-06-2003, 09:54 PM
Thanks, your right about the upper lip, which I did some more work on.
Here's another progress collage. I built and textured an eyeball, though I think I'm going to redo the viens which don't quite look right.
The textured face is to show UV mapping, which I'm almost done with.
Any feedback and crits welcome :cool:
http://www.animepassion.org/remote/inprog_03.jpg
the3DBEAST
08-07-2003, 02:12 AM
nice work ben...props on your thesis as well...it was sweet
Ben Shore
08-11-2003, 12:52 AM
Thanks the3DBEAST! (um... whoever you are :p )
Here's another wip. Now I'm almost done with the base model
and I'm moveing on to textures. I want to massage the shaders
some more but I think I can fix most of the problems I still see with lighting.
Soon on to hair!!!
http://www.animepassion.org/remote/inprog_05.jpg
I want more feedback peoples, don't hesitate to point out minute
problems if you see 'em (this is the wip section after all).
Lukashi
08-11-2003, 02:35 AM
THe modelling is top notch, the shading needs to be less yellow and have specular high lights and better lighting (maybe) good luck with that
Dave Black
08-11-2003, 02:55 AM
I could see this model benefiting from HDRI lighting... Same with the eyes. That is, of course, if you're not already using it...though it does'nt appear to have any.
I usually don't recommend it, but it's such a nice model and texture job, I'd love to see some good lighting make this puppy shine.
Though it's a bit too late, i'd say you might have misjudged your skull a bit. The top of the head could be a bit higher IMO.
Anyway, look'n killer otherwise.
-3DZ
:D
philnolan3d
08-11-2003, 03:15 AM
if you want the face to be animatable, this technique doesn't work too well. if you're just doing it as a statue or something than it's great. For animation the face should be modeled in peices and then fit together (eyes, ears, mouth, nose, the rest filled in). The most important part is that the mouth and eyes have a racetrack-like pattern to them. This WIP is a great example. Either way, very nice texturing!
http://www.cgtalk.com/showthread.php?s=&threadid=80426
Dave Black
08-11-2003, 03:28 AM
' think the term you're looking for is "topology", and there are many, many threads on the subject. In fact, we have been working on a small side project on my forum. There's a thread there where we are customizing one of my models for facial rigging. It's too late for this model, but in the future, it's really important to remember to model with proper topology.
You can check out that thread here:
http://www.3dzealot.com/forum/viewthread.php?tid=43
-3DZ
:D
davidSingha
08-11-2003, 05:51 AM
Nice job!
cheers:beer:
tobe90
08-11-2003, 07:45 AM
truly awesome. love to see the hair.
Ben Shore
08-11-2003, 08:36 AM
Thanks for the feedback! Keep it comeing :wavey:
That's a very valid point about topology. Your right it's too late for this model, though I do plan to do some simple blend shapes for facial expression... we'll see how well that pans out when I get there.
In the meantime here's a little progress on the lighting and textureing. I pumped up the bump-mapping a notch and tried rendering the specular as a seperate layer and compositing it in photoshop. MUCH better, now I can see why they do all the lighting in layers on the pro scene.
http://www.animepassion.org/remote/inprog_06.jpg
HDRI rendering would definately help the model. For the moment I'm not really at the lighting stage though, still doing textureing and hair, then I'll worry about finding the best reder setup I can.
Ben Shore
08-15-2003, 07:59 AM
OK I've been hacking away with maya fur for a while and getting really crappy results for hair, so it's time to throw out some questions:
Is there any way to get a wet, clumped, look for hair with Maya Fur?
What good solututions are out there for Maya hair besides the seemingly underpowered maya fur. Paint FX doesn't seem ideal either. Does anyone know what they used for the Final Fantasy movie? Or any movie really, is it all proprietary software?
ntmonkey
08-15-2003, 09:26 AM
Check out Joe Alter's Shave and a Haircut.
BTW, you can get good results with Maya Fur for short to medium hair. Its just takes awhile and knowing all the attributes to get the results.
I think the FF hair was hand-placed by interns. :D
peace,
Lu
yosemite
08-15-2003, 10:59 AM
Hi Ben, It could just be me and of course it totally depends on what level of detail you're interested in achieving 'all-over' - but! usually people tend to leave little attention paid to the back of the head. I noticed in the original profile the 'easy-curves' of the neck running into the skull. I think there can often be found some minute attenuation to the outline - at the moment it just looks a tad 'general'. But feel free to ignore this. I'm betting it'll be covered in hair anyway - in which case it would never be seen.
Also, when you're doing your test renders - what camera zoom/amount of perspective are you using? I did a portrait myself and when I left it for a day or two and came back to it I found that the amount of perspective wasn't appropriate. It looked like it had been photographed from outer space or something silly. But then I never noticed it when I was working on it. Just something to bear in mind I guess.
If I haven't said it already, it looks great. Congtrats. etc!
YoYo
philnolan3d
08-15-2003, 12:10 PM
According to the pictures on the final fantasy DVD they used polygonal hair. probably Maya cloth. I'm not a Maya fan so I usually use Sasquatch for Lightwave (www.worley.com)
Gremlin
08-15-2003, 01:08 PM
I'd say your a bit more pinkesh than the texture your using, but it looks great so far!
wow
Cheers
:beer:
Waters
08-15-2003, 06:43 PM
looking good. Your modeling looks great, you did a good job of capturing your face. The last image you posted that you said was composited in photoshop looks much better, would you mind quickly going into what you did?
Ben Shore
08-15-2003, 08:55 PM
Hey guys thanks for the feedback!
All I did in Photoshop for that last image was composit a shiny texture render (for specular hilights) over a normal render with most of the specularity turned down. Here's a little visual
http://www.animepassion.org/remote/composit.jpg
How'd I come up with this tequinique? Just guessing really, I've seen these sorts of composit shots on industry demo reels so I thought I'd give it a try. All it does really is give you more precise control over the size and intensity of the specular highlight.
-----------
For the final fantasy movie I don't think they just brute forced it or used cloth strips for the hair, because the making-of book says "They grew it useing a process that character artist francisco cortina compares to growing sprouts on a chia pet"
So they must have used some sort of system. Though I admit in a sick way just modeling every hair has it's appeal.
Anyone else know what kind of tools they were useing? We need to get Steven Giesler in on these threds.
Ben Shore
08-15-2003, 09:02 PM
yosemite: Right now I'm just working from the default perspective cam in Maya, which I think is supposed to simulate a standard 35mm lens (or whatever, I don't know much about photography). My reasoning is just that as long as I'm modeling for the distortion I'm going to be rendering at, there shouldn't be a problem (I've encountered big problems when I spend too much time in orthographic views, which are the kiss of death if your useing photographs as reference).
For the back of the head, yes, I didn't model out the anatomy with too much detail. But I am planing to cover it with hair so it shouldn't make much difference.
Ben Shore
08-25-2003, 11:21 PM
*phew*, been awhile since I posted an update, I was sick for a
week or so. . . Mostly though adding hair has just been very slow
making progress. Here's what I've got so far, it's NOT finished,
so read the changes I plan to make before giving crits.
http://www.animepassion.org/remote/hairProg_01.jpg
The hair on the sides is looking alright, the hair on top has the
right length and clumping but the direction is (obviously) just all
wrong. I've been playing with directional attractors but so far
havn't found anything that works quite the way I want... any
advice appreciated.
The color is all wrong too... I'm going to have to light the hair
seperately (somehow) when I get around to final lighting
(incidently the hair color is black, but the specular highlights are
too hot and that's what's making it look grey).
kiko3d
08-26-2003, 12:35 AM
I think itīs very accurate, but you gotta work on the texture a little bit, and definitely in the eyes, but itīs a great job.
Ben Shore
08-26-2003, 01:36 AM
Thanks kiko3d,
Could you be more specific? What about the texture/eyes needs the most improvement?
kiko3d
08-26-2003, 09:13 AM
Well, I can see that the color o fthe texture doesnīt match perfectly with your photos, and the eyes seem a little lifeless, gotta work on the iris and the reflection, and i think the head is a little high too, but that are just minor details.
Morbid Angel
08-26-2003, 09:15 AM
first off to say that you've done a great job, because its really hard to reproduce exact model that looks like a photo, good work.
However I got some comments..manly for the ear part I think your ear is a bit too round where as the photo shows a bit more of edges if you look from a front. Also top part of the ear is a bit rounder. I dont see it as a bad thing...just commenting. Also the eyes are a bit crossed..just a bit.
when making a skin be sure to visit steven stahlbergs website he has some good ideas on the skin shader...where you can use your texture map but have an awesome light varience on the skin...very real.
Keep it coming.
buzzlightyr
08-26-2003, 09:32 AM
Very very nice will there be a body
SirManfred
08-26-2003, 11:06 AM
Oooh... i like this! Very well done. Cool how you drew a grid on your face, that must've helped alot.
Can we see a picture of the color map? Im having problems myself with making a nice skin-texture, so looking at others would probably help.
Great work, man! :thumbsup:
Ben Shore
08-27-2003, 06:51 PM
Thanks for the feedback, no advice/links on hair?
To answer your questions real quick, no I don't plan on doing a body (something about doing a massive naked model of myself seems... not right).
Here's a small copy of the color map (which is 4096x4096 at full size). There are also bump/specularity/highlightSize/and about a billion fur maps on there as well.
http://www.animepassion.org/remote/skin_color.jpg
3d42dustin
08-29-2003, 09:42 AM
pupils in the 3d mesh need to be bigger.... its too small compared to ur own eyes :) i twill bring up the model a notch!
Ben Shore
08-29-2003, 07:56 PM
That should be easy since the eyes are rigged to dialate (probably butchered that spelling).
Not sure why my eyes are so dialated in that photo, in indoor lighting usually it's about 50/50 pupil/iris.
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