www.ir-models.com - Starlet WIP Project


‘Starlet’ Work In Progress Project - Warts and all, from start to finish (not including base modelling)

     [b]So far..[/b]

Normal Expression:


      The purpose of this thread is to showcase and share the pipeline and model files we use at Infinite-Realities to try to re-create Digital Doubles. The character will eventualy be made available at www.ir-models.com
      The gain access to any of the files used in this thread feel free to sign up to the Downloads section of the website: [http://www.ir-models.com](http://www.ir-models.com/index.php)
      We will be starting with a base mesh that has already been built, the body mesh is about 9000 polygons and already has UV's. This can be found in the Downloads section on ir-models once an account has been created. (We will put this body model to one side for the moment)
      WIP Files:
      To start the main part of the project for the likeness we will be using gathered photo reference of Scarlett Johanson and another seperate base head mesh that is compatible with the body.
      Reference shots:
      Base Body Model:
      Head Details:
      Over the course of this thread there will be more update files as we progress, giving access to textures, small details like eyebrows, eyelashes and teeth as well as some mini video tutorials.
      The first stage is getting the base meshes ready to start the likeness.
      To start you will need the base [b]Body Mesh[/b] and the base [b]Head Mesh[/b]
      Or of course you can use your own models.


First stage. To line up new reference over an old plate. The old reference plate matches the example head model which was used for a different project. Galaxy Head Bust

The hardest part of likeness creation is aquiring well lit, well placed and distortion free reference shots of your subject material. Ideally taking your own reference plates would be the best scenario. For Scarlett we are going to use a smile pose as this is the best reference we could find that was taken straight on. We then line this up over our old reference material, matching the eyes using a new layer in Photoshop.


The next stage is to line up the background plate to use as modelling and rendering match reference. We are using Lighwtave as our example. Sometimes you can get access to Meta data from Photographs or images and therefore figure out the Lens type and camera type to help match your software’s camera. Here we are only able to guess the perspective. So on frame 1 we line up the camera to match the model to the background reference plate. Frame 0 we use to rotate the camera to a blank space in the scene, this then allows you to go from each frame when you are tweaking the model in modeller.


Now the process of altering the vertices on your base head mesh begins in modeller, to match the new face shape and expression of your subject.

More to come.


First Stage modelling process: adding smile and test rendering. Early renders will always look pretty bad, each refinement and tweak should help to get the model closer and closer to something more realistic (the teeth are again from an earlier model)

Modelling 01:


I’m watching you :slight_smile:


Great thanks :buttrock: I hope this thread may be interesting for you.

Next update: More modelling and Rendering changes.

Now there is just one area light in the scene with a lumious polygon (acting as a flash source) attached to the camera just off to the left and up, to try and mimic flash paparazi photography.

Next, Stage03: ZBrush import and sculpting.


Stage03-Export to ZBrush and first pass Sculpting.

Export Video Tutorial (no narration) MP4 (7MB)

OBJ Head, Teeth and Eye Files 11MB

ZBrush Sculpt File 51MB


Great Thread.Thanks. I’m following.


That’s great :buttrock:

Here’s another update showing the difference before the first ZBrush sculpt and after:

She’s not pretty or anything like Scarlett but this is the thing, you need patience and hope :applause: Confidence is very important when trying to create realistic characters, the first batch of renders always look terrible but they do slowly get better.

Stage 4: Much, much, much, much more sculpting and refinements.


Thanks … as you know … i have been waiting for your work-flow from long time bk hahah…


Wow, thanks for taking the time and effort to put something like this together.

I’ve always been puzzled about your workflow and rendering techniques, but being a student with no real source of income at the moment, I’ve never had a chance to get a hold of one your tutorials.

I’ll definitely be following this thread closely.


bsb: Excellent, thanks for the post :beer: I hope you enjoy the quick tips.

flatulentFuzz: Hey thanks for posting, this is just a taster of a bunch of tutorials that will be released as downloadable videos very soon.

Stage 4: Some more ZBrush tweaks and some alterations to the Shaders on Skin and Teeth, I will go into that some more in the next post.

Getting closer (she still looks damn ugly!) but more work needed on the likeness and shaders.

Stage 5:
Yet more finer Zbrush sculpting tweaks, just a case of going backwards and forwards from ZBrush to LW to ZBrush…


Stage 5: A few more slight adjustments. Next stage is attempt an early front projection. This is where the magic happens but this method is not a crutch to lean on, it just acts as an initial helping hand.

Stage 6: First front projection.


Stage 6: First Pass Projection onto Color Texture, Epidermis and Subdermis Texture as well as some Bump Details. Softened the main light and specular maps to include faint noise and for main spec map to be darker and more contrasted.

  [b]Some lighting render tests, Flashlit and Studio lit.[/b] This helps identify areas that need more work. Being able to push your skin shader in different lighting conditions is vital to not only test your texture setup and your shader but it also help to identify areas that may need their shape chaging or additional details added, like wrinkles or bulges.

 [b]Example Color texture sheet: [/b]There is only minimal use of the projection on this texture, we will eventualy work this out through extra detailing and painting.
     [b]Stage 7: [/b]More ZBrush refinements and texture work. Also need to add eyelashes.


She 's very beautiful. :thumbsup: :thumbsup: :thumbsup: :thumbsup:


thank you very much !!! :buttrock:


wat2k: Thank you very much, it’s early days yet she still needs allot more ZBrush work, more to come soon. I hope this thread helps in some way.

Turri: No problem.


can you tell more about your lightsetups ?

greetings turri

i also work at time on a woman head …

i used the gnomonology base male head


and i used hdri + 2 area lights for lighting


dude, you’re like “possessed” or something :thumbsup:
rly nice stuff as always :bowdown:


Just awesome, thank you so much for sharing such great tips. I love how the model + textures are looking so far, and i know considering your previous work is just about to get much much better. Oh yeah and also thank you for such encouraging words. I run into “bad/ugly” versions of my models and they are rather dis-encouraging at times hehe.

Your threads have definitely always been a great source of inspiration for me and I am sure i speak for many of us :).


Turri: Nice work on that head model from Gnom, I will psot my own lighting workflow soon. Some quick and easy tips that I use in Lightwave that can be applied in any app.

Samuka3000: Cheers :cool:

NovaKane: Thanks for the post, I hope it helps you or maybe inspires you. Your right about the ugly versions that you can go through on a project. You jsut have to be patient and battle on. :beer:

Stage 7: More ZBrush refinements and texture work. Also need to add eyelashes.

Stage 7: I changed this and moved onto finishing the teeth. New shader and some bump and sculpt details. These were very hard to get right in Lightwave, mainly because of some reflection settings in SimpleSkin. I think I got there in the end.

      [b]Stage 8: [/b]More ZBrush refinements and texture work. Also need to add eyelashes.