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View Full Version : Surgeon Bust (texturing practice)


PaulAdams
09-20-2010, 07:53 PM
Ok, this was going to be a full character but I decided to focus just on the face. I'm always creeped out by surgeons so I wanted to model one and try to get that across.

Having only textured a handful of models I figured I could do with some practice (and hopefully get it decent enough for my reel).

I'm pretty inexperienced with shaders etc. but this has been quite a learning process. I probably won't change the modelling much now, though any crits would be great. Textured entirely in Mudbox.

Update:
http://i56.tinypic.com/k4thk1.jpg

Render:
http://i51.tinypic.com/1ryt5i.jpg
Model:
http://i53.tinypic.com/2u97thk.jpg
Concept Sculpt:
http://i35.tinypic.com/32zqdrt.jpg

Kanga
09-20-2010, 08:58 PM
Nice work Paul!

If I was going to nit pick (hi hi) then I would say you have some age group things going on. From the concept sculpt I reckon the guy would be about 55. Noses, ears keep growing so they are larger on older people. You know that though. The neck on the concept sculpt has more structure and character. The nose end looks too high up as the nose looks a bit too thin. The eye lids look too thin so if they arnt then maybe tilt the boarder between them and the eye more towards the viewer so they gain some thickness. Not sure about the shape of the inner bottom lid. The ears seem to have a double antihelix as the dip by the antihelical fold goes too far back toward the outer rim. The pores are too even and alike over the face and they vary quite a lot in nature plus they show stretching.

I am a nit pick!
Really like the sculpt, and surgeons are creepy to me too.

PaulAdams
09-30-2010, 03:15 PM
Looks like I continue to have the 'no replies' curse.

Thanks for the in-depth comments Kanga, as I said I didn't really plan on changing the model itself anymore as I wanted to focus on the texturing/shading aspect. Though I've implemented a few of those changes you speak of as they have bothered me now since you mentioned them (funny how we can't see things in our own work sometimes).

stuh505
09-30-2010, 05:34 PM
Hey Paul,

The modeling is sweet (much better than I can do!) and I can see there are lots of details in it, but overall the texture looks too clean and plasticy.

I think there are too many age spots on the forehead. Also his chin looks hairless which makes him look young, a man who shaves still has visible stubble.

The skin looks too orange, and the red effect in shadows is overdone. There could be more variation in skin tone, going from that yellow-gray average skin tone into pinker hues on the tip of the nose, ears, lips, brow furrows and cheeks..and less orange overall.

The eyebrows look like they are painted on too low on his brow and don't have any depth, you may get better results using hair effects or clay-molding them.

The eyes look pretty CG, it looks like the skin has a dark rim around the eyeballs. The skin would be more tender and pink there not black.

Hope this helps!

Kanga
10-06-2010, 01:02 PM
(funny how we can't see things in our own work sometimes).
That is why we need each other so much.

PaulAdams
10-06-2010, 01:55 PM
stuh505, thanks for the great comments.. really helpful! Hopefully this update has addressed some of those you mentioned. Still battling with the trying to work out Maya Hair though..

Newest test..

http://i56.tinypic.com/k4thk1.jpg

stuh505
10-08-2010, 04:34 AM
Hey Paul, that's looking a whole lot better! The eyes, eyebrows, and overall coloration in particular.

The skin still looks a bit plasticy, four things that may help with this are:
1) Turn down the reflectivity, this is the primary cause and its most noticeable on the lit side, eg under the eye
2) He looks kind of pale, and the diffuse color is too clean and homogeneous. There should be variation due to what's changing underneath the skin...bones, blood flow, circulation, and on the surface..blemishes, hair, sublte lighting variations...
3) I think the specular color should be white (it looks kind of yellow).
4) A tiny bit of SSS in the ears

The texture on the hat looks kind of like velvet, and I could be wrong but the color doesn't quite look like "surgeon blue" to me. The blood spatter seems a bit overkill

I tried to implement some of these suggestions in a quick paint over...I did most of this at 1-4% opcacity, just very light strokes to give suggestion of color variations.

http://img833.imageshack.us/img833/8063/surg.gif

leigh
10-12-2010, 10:16 PM
Paul, considering you want feedback on your texturing, you really should post a constant shaded render, and perhaps a shot of your texture map itself. It looks to me like this is a hand painted texture - skin textures should always be created from photos, because photos contain so many levels of subtle detail that would take a highly, highly skilled painter to do by hand.

My advice would be to stop playing with the shaders, and focus on the textures. Get those right, and then set up the shaders, doing any small tweaks that may then be necessary on the textures. Doing texturing and lookdev simultaneously is not the most efficient way to work.

Kanga
10-12-2010, 10:18 PM
- skin textures should always be created from photos, because photos contain so many levels of subtle detail that would take a highly, highly skilled painter to do by hand.
Qfa, that's just the way it is.
There are excellent references available and there are apps that do this well. You will have to tweak but the base texture should be done like the lady said.

Phrenzy84
10-18-2010, 06:29 AM
Paul, considering you want feedback on your texturing, you really should post a constant shaded render, and perhaps a shot of your texture map itself. It looks to me like this is a hand painted texture - skin textures should always be created from photos, because photos contain so many levels of subtle detail that would take a highly, highly skilled painter to do by hand.

Even for a hand painted look? Or even then is it best to use a photos and cut them down/paint over them?

PaulAdams
10-18-2010, 12:19 PM
stuh505, thanks man. I actually took note of all your points and implemented them but it started to look handpainted again where I was brushing over the photos to create the colour variation.. all the other points I think are spot on. I've toned down the reflectivity, played with the back scatter.. can't seem to get my spec map working though. Oh and the hat, yeah.. it sucks. Battling with the material_x to find the right look...

Leigh, thanks for the input. Below is my flat shaded view, showing the texture itself... it's almost entirely made up from photos (though whether it's well done or not is another matter). I've ditched the hand-painted look it was starting to take as you mentioned. Kudos to those real texture painters out there! It's a tough job.

http://oi52.tinypic.com/23lmbrp.jpg
http://splitpoly.com/dump/render.jpg
http://splitpoly.com/dump/screen.jpg
http://splitpoly.com/dump/mat.jpg

stuh505
10-19-2010, 02:02 AM
Hmm, I'm not seeing the photo reference coming through in the render. It looks pretty much like a flat color. Honestly I think this is a step back from the previous render...

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