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3d art

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Character<br />

Textures and lighting<br />

Getting the right look and feel<br />

After completing all the geometry,<br />

09 the next step was to make clean UV<br />

coordinates. For that task I used the headus<br />

UVLayout application, which is great for making<br />

fast and clean UVs on organic models. This task<br />

is important because texture relies on the model<br />

using these coordinates.<br />

To achieve a realistic kind of look, I planned to use<br />

11 mental ray for rendering, and its great Fast Skin shader.<br />

This shader comes with many slots for textures that need to be<br />

fed in, in order to create real-looking skin; but I decided to use only<br />

the main ones such as overall colour, front and back scatter,<br />

specular and bump.<br />

My goal was to make the monster<br />

10 look more alive. To do so, I used a few<br />

different face photographs and projected them<br />

directly onto the geometry inside ZBrush using<br />

the ZApp Link plug-in. After that, I hand-painted<br />

some missing details in Photoshop. I repeated<br />

the whole process for the clothes.<br />

Biggest challenges<br />

Among all the technical challenges that I came across<br />

in this project, making the facial expression was the most<br />

difficult since I did not do any concepts or previsualisation.<br />

To make this image look realistic I needed<br />

a good understanding of how human skin reacts to light<br />

and to translate this to the mental ray skin material. Also,<br />

different light types react differently with this material and<br />

I recommend area lighting as the best solution. For<br />

creating hair I used the Shave and Haircut plug-in. For<br />

rendering hair I used Maya, which does so really fast.<br />

Basically, I imagine lighting as painting<br />

12 the image with light, so every light in my<br />

scene has some colour and purpose. Most of the<br />

lights in this scene were area lights, because they<br />

can produce very accurate shadows and a soft<br />

feel. Also, area lights react with the specular<br />

component of the Fast Skin material; so the bigger<br />

the light, the wider specular reflections, giving you<br />

great control over the final look of the skin.<br />

45 minutes<br />

render time<br />

Resolution:<br />

3,000 x 3,000<br />

After numerous<br />

13 render tests, I<br />

rendered a few different<br />

passes: main beauty pass,<br />

extra reflection pass and<br />

ambient occlusion. The most<br />

important thing about<br />

compositing different passes is<br />

to understand that everything<br />

that emits or reflects light<br />

should be layered over diffuse<br />

in additive or screen mode; and<br />

passes that subtract light, like<br />

shadows and occlusion, should<br />

be multiplied.<br />

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