Wednesday, 17 November 2010

9.1 Face Texture/Eyes

Because I had to paint the face colour manually I lost alot of the miner details in the skin. There needed to be more imperfections and subtle details around the cheeks and neck. In Photoshop I chose the colour picker and clicked on a dark spot on the skin, then I chose a nice big messy brush and began to build up some colour around the areas that were needed. I did this on a new layer so I could lower the opacity level so the new effects were quite dim and natural looking.

Once I was happy with the the texture I imported it into Max to see what it would look like on my model. It didn't look to bad but it needed a fine bumpy texture for the skin cells.

There were lots of different ways to add this effect to my model. The first thing I tyred was to go to 'Bump' in the maps section of the material editor and select a 'Noise' map. Here I played around with the parameters until the bumps looked like a natural skin surface.

I decided to add the eyes to the model next. To do this I created a sphere and then added a UVW mapping modifier then an eye map through the material editor. The problem I had was that the shape of the eyes and eye lids from my model were not quite right, so the round eye balls didn't fit into them properly. As I couldn't go back into the stack and modify the eyes I was stuck with this problem. From certain angles there was big gaps in the corners of the eyes, but from the front it didn't look too bad.


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