View Full Version : Photoreal gentleman

07 July 2004, 12:21 AM

I've just made a model to practise on creating as photoreal textures as possible (w\o actually using a photo..) Any help with shaders or any texturing hints you can share is truly appreciated. I might put on hair later, but for the time being, I'm focusing on texture and shader.

07 July 2004, 12:32 AM
Diffuse map and UVW.

07 July 2004, 12:53 AM
When attempting photorealism, photo reference is a must. The skin tones should be sampled from photos. Also skin pores. blood vessels, beard stubble, wrinkles, and freckles should be based on photos.

John Warner
07 July 2004, 05:19 AM
the mesh could use a lot of work, the proportions are wrong, especialy the eyes.. youre method it's self is incomplete. heres some stuff on texturing skin:

this MIGHT help:

your gonna need full color/spec/bump at least, and something that simulates sub-surface scattering..

good attempt, but keep workin on it man :)

get some reference and make sure your head looks PERFECT..

07 July 2004, 03:22 PM
yes, always finish modeling before you texture cuz it is a PAIN to fix, at least for me

and if you need sss, i think brazil (free version, rio?) has sss maps you can put in, altho the free version doesn't render too large

07 July 2004, 05:19 PM
The model is just there to have something to hang the texture on, so don't focus on it.

Update on the textures, I've given him some wrinkles and better maps in all departments. Thanks for the link, very helpful.

07 July 2004, 09:24 PM
update: added glossy, specular and anisotropy maps.
I am using MAX6, so MAYA technicals are lost on me.

07 July 2004, 09:55 PM
I'm still not liking the skin tone. He has a Anglo, Northern European facial structure but his skin tone makes him look Mongolian. Make his skin a little more pink and paler (to taste). If you are indeed going for a Westerner look, I'd also make the red and blue tones a little stronger. There should be some purple under the eyes, red on the tip of the nose, etc. How light you make the skin will determine the amount of red and blue colors. Paler skin has more, while tanned, rugged skin has less.
You might also want to texture his eyes (there's also some strange shadow going on there. . . you might check that out as well). His blank eyes really drew my attention to them.


07 July 2004, 10:59 PM
White update:

07 July 2004, 04:02 PM
Small update - tweaking textures.
The shadow thing was an anti-aliasing problem, and here are your eyes ( I sound like a mad scientist there :D )

07 July 2004, 06:10 PM
Hey, that's lots better! Really! You should improve the shader a bit more; I think your using a Standard Blinn at the moment; maybe just try with other types?! :) [Tip; clone the head a several times, and put them next to each other, but give them all a different shader! If you render it you can see the best (with some lights) witch one is the best :) ]

07 July 2004, 02:48 PM
I think he looks pretty good now, like something out of the skipscenes in Driv3r or Warcraft3, but I really want to push it into movie territory like 'FinalFantasy' or 'Final flight of the Osiris'.

Feed(back) me!

07 July 2004, 03:04 PM
Hi again! Put up a Radiosity rendering with Raytraced shadows to get this thread going.
Disregard the clothes for now, they're pre-viz.

07 July 2004, 03:09 PM
i think the skin is too shiny..

07 July 2004, 09:54 PM
You might be right bout that. I'm still tweaking:)

07 July 2004, 10:27 PM
yes i also think the skin looks too shiny

i noticed:

streched map on the neck
too smoothed bumpmap wrikles near the eyes (one can tell its just some airbrush strokes)
bump in strange places (like the lower eyelid)

08 August 2004, 03:41 AM
A cigar model would do him more justice than the cigarette.

08 August 2004, 04:04 AM
I think that even if you get realy photo real with your textures, Your model will ruin the reality feel. I'd advise you to work on the model first. Make it perfect, then worry about the textures.

08 August 2004, 05:54 PM
He looks rather liverish, too yellow. I assume that the eyes are pre-vis as well?


08 August 2004, 07:00 PM
I think that even if you get realy photo real with your textures, Your model will ruin the reality feel. I'd advise you to work on the model first. Make it perfect, then worry about the textures.

I agree.

Also, you really need to work on your lighting and shading, as these are two critical elements for photorealism. Before you even begin thinking about actual painted textures, you should set up the lighting in your scene and the shading for the skin (ie overall diffuse value, reflection value, translucency effects, etc).

Once you've sorted that out, only then should you focus on the actual creation of the textures, which should only serve to add details (ie tonal and value variations) to the overall shading itself.

I think he looks pretty good now, like something out of the skipscenes in Driv3r or Warcraft3

I think you still have a little way to go before you reach that level :) It lies mostly in your lighting though. But please do consider having another look at your shading and also possible improvements to the model :) Good luck!

08 August 2004, 11:02 AM
Hi all, thx for the feedback. Right now, I'm working on putting my PC back together after a meltdown, so nothing much will be done in the near future :(
But yeah, I'll definitely look at shading and lights. I've been working on a friends laptop, so the colors may be off (LCD sucks). I'll be checking back on this after the PC's fixed, probly within the month.

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