söndag 31 juli 2011

old face - gameversion

So I haven't really been productive these last few days since I've been ill. I have however solved the problems mentioned in the previous post( the flickering eyes and the displacement at the ear) and have assigned some shaders to the inside of the mouth of the "old mans face". Furthermore I've done a lowpoly version of "him" with diffuse, spec and normalmaps. The face consists of 2878tris all-in-all (eyes,teeth,tounge etc) with 2x1024 textures (normal,diffuse) and one 512 specmap. Picture taken in the Maya viewport.
Probably should have spend a little more time on the eyebrows seeing as they look like cotton in the viewport <.<

And here's a pic of the shaded teeth. Think I'll be putting this one on hold for the time being, learning about shading-networks is fun and all, but it takes a lot of time to learn, time which I sadly don't have at the moment.

torsdag 21 juli 2011


so the rigg is done and I'm reasonably of happy with the skinweights in the face. I've been looking at implementing some wrinklemaps into the rigg  today which I was fairly happy with seeing as I hadn't really ever read up on wrinklemaps before this miniproject. Here's a quick videotest I did to check them out.

After the testrender I noticed that there's some weird stuff going on behind the ear as well as that the eyes seem to be flickering. guess I'll check what's up with that next.

lördag 16 juli 2011

sss done

so here's the final shader, might tweak it a little more later as I'm not 100% satisfied with the result. I've begun making the facialrigg, which will probably take a while to complete seeing as it is the first facialrigg I've ever done, but one can never learn to much.

fredag 15 juli 2011


Here's a picture of the old man's face with epidermal,subdermal and backscatter textures. Haven't worked any with the gloss, rough and reflective maps yet so he's kind of shiny at the moment.

Additionaly, here's a lowpoly modell of the hulk sculpture I did a few days ago. I haven't worked any on the textures so the diffuse is very basic. The polycount could've been reduced way more,but I really wanted the siluette to be super smooth

torsdag 14 juli 2011

initial render

Here's an initial render of the old man's face. Basic setup in maya, displacement and normalmaps, sss material, mainlight and rimlight. Going to make all the skintextures tomorrow and will hopefully get the skin to a final stage so I can start with the eyes, hair and additional stuff.

there's  an artifact along the edge, will sort that out tomorrow. It's due to the displacementmap being extracted form zbrush with uv-smooth enabled. Not that I think it matters due to the fact that if I decide to make and render some clothes for this guy ( I am currently thinking of making a facial rigg and skinning it) the artifact won't be visible.

onsdag 13 juli 2011

söndag 3 juli 2011

lördag 2 juli 2011


Here's a sculpt of a character I'm doing for a friends project (he needs 3 military dudes - one explosives guy, one medic and a gunner. Re-used the head from the previous post and will probably reuse the afro-american for the next guy (medic)