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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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