Lighting And Rendering Monika

The lighting direction for this project was pretty straightforward. Basically, we are creating a super model type of image, which means make her look hot The best way to tackle any lighting project is to translate the stage direction, like make her look like a super model into something useful to you as a lighter. What makes a woman beautiful Deep, liquid eyes, full lips, smooth clean skin, and a good form on the face. Luckily, the textures and model on this particular project are top notch, so...

M

These are the settings and the shader network ot the mental ray SSS Fast Skin shader I used tor this eye Start with the default SSS Fast Skin shader (or if you have Maya 8 you can also use an ordinary Blinn with a bit ot scattering) Attach texture maps similar to these examples (these are for blue eyes) You can use the same color map in both Overall and Diffuse No bump is needed Set the Primary Specularity to zero and only

Aging Monika

Aging is one of the fun tasks of a texture artist. The true power of beauty is in the texture artist's hands. With a hi-res photography pipeline aging becomes very specific. A vague question like how old is old becomes do you want Monika age 50 or age 75 or Monika the mummy In fact, it is very hard to create a young beautiful face from a CG point of view. Young people have really tight pores, which make for really weak bump maps on smooth skin. Villains and older people have really large pores...

Eve

11 go mrougn some common mistakes concerning me bas* snape of me *os at me end of mis tutorial Or y a fe* years ago the eyes used to be much harder to do But. with HORI sub-surface scattering ciusttcs and much Derter reference on the *eb they re much less scary almost fun The modeling is easier if you approach it * m measurements and reference The hardest part is shading and troubleshooting me test renders This comes with experience, so don't get impatient and lose heart once you've perfected...

Info

Tne long wavelength red light can penetrate this deeply To simulate ht scattering properties of skin the mental ray Fast SSS Skin shade cattered Hgnt from three layers to surface shader components The SSS components are for the epidermis subderm.s and backscatter um penetrating all the way through the skin). Epidermal (Epidermis) (skin layers no blood) AH of the SSS shaders scatter light in real-world units so you have tc aet the scale right for your skin shader to look real If your mooel too...

Getting The Bump

Have you ever seen what a bump map truly does As an interesting experiment play around with different settings. Basically, all a bump map does at least in Maya is cast an offset shadow on things like pores. If you ever played with the Emboss filter in Photoshop, it's the same thing. It's kind of nasty especially when you put it in lighting situations. In my opinion, it's one of the hardest things that lighters have to deal with. Bumps are lame. Real photographic shadows and detail come from...

R rrr r aine when you add bump

Monika Kubickova

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Parametric Head Creation

Low Cheekbones

Everyone wants to build their own ultimate head model just once. Either you manage to build your ultimate head model, with perfect topology and UV mapping, or you don't. Either way you probably never want to do it again If you do succeed, then you want to reuse your model again and again. You want to retarget it to any shape head you need. You want to be able to lower and increase the resolution as you want. You also want to keep all the rigging and animation data you build up on one project...

Real Skin

irf et gmif g m fit ma n m ng thai has tor faiung good look tor skin alook ma faked some mproved 1 Quafcfr I 30 renders the of me tr t lucency properties of sfcin Combine these 9tsr decade By mat I don t mean better tafcts h ne e occasion and enage-based HDR ghtwg design I mean gt ener simulation at kgnnng modets we even wrote our own spherical behavior Wtm hinds m mere are four harmowc shaders . and you get pretty good skin areas of igntmg simulation that tum out to renders I remember the...

R

Eyelash Extensions High Res Texture

------- --_ause of 8-bit color, sometimes you see banding in greyscale imagery Sorry, the resolution just isn't there To counter it, and because Maya shaders pick up more than your eye detects, I create a fogr layer The fog takes down the image a little I sample an average grey and fill an entire layer with 30 opacity Time to plug it in after just nie mvert and 30 seconds worth of work this is pretty L cular I w H p ug our togged greyscale invert into a simple Blinn with spectacular I win M'uy...

B

Diffuse Remove Eyelashes

To really dial in the hidden eyelid, I'll order up a temporary shape with the eyelid closed. I am also going to start the painful process of removing eyelashes. Unfortunately, I have to do some cloning. I Warp as much of the upper eyelid photograph as I can. I want as much pure photograph to clone from as possible. The trick to cloning is using 90-100 opacity. You don't want to clone at lower level transparencies, which will produce fogged photography The reason I don't recommend cloning is...

Monika Kubickova

Double Eyelid Modeling

Once you have one eye socket, you have one eyebrow. Once you have one eyebrow you have two eyebrows and two eye sockets, then you can place the nose. The nose, lips, and the rest of the face are pretty straightforward Warp Overlay blend mode and feather the hard lines. Remember, no cloning Once you have the brow, you can start on the nose. Keep checking registration with a Lambert overlay. The nose has several key anchor points the tip of the nose the edge of each nostril and the brow. For the...

V

Skin Specular Reflection

U, nnant The rtnwnside here is that this can also introduce noise as we du lt sh th. We have two problems with taking just the luminance or blue component- ine o f photographs. For that reason, I have included a we have low-frequency and pigmentation inform i ion mixe n as, wej pro s fli m how much- Let's tackle the low-frequency information first-it s the eas s prob em re ionsp t0 remove Here is a C QS lt J to solve. The methods that apply bump mapping a des gned as thHowrreq y remQva Qf 6g b...

Ok

0 Step 9 Materials and filtering It's worth a final look at our blended diffuse map in false color. Here, 1 have equalized the red, green, and blue channels to have equal representations. Looking closely at the differences, we have lost a lot of the obvious specular shine on the front of the face. But, what is really pleasing is that the blue-green fringe you can see at low angles on the photograph left is almost completely eliminated on our blended map right . So, we have been very successful...

Shave Her Scalp

Kin or alt from me shoulder l tos w goose p mp .s mounded I M continually use tms patcn 10 ss ot her - gt ad ift a um Warp tup-fioppinfl l te to create large areas of plwlo t r id a Piece of a photo that will get you a long way fen sample can get me through the sides and the back. The shoulder samp i und r.SCalp. I am going to make th,s aice and clean l can reuse the bald map on a lot more characters Once you build a side patch you can resample it. The back head slides right on. I add another...

Bringing It All Together

This first Creative ESSENCE title brings together a collection of the very finest professional artists with current experience m re-creating digital humans. It represents a new format and a new series for Ballistic Publishing. A series that we plan will become a ae-iacto resource for professional and aspiring artists around the world. It's been a lengthy processes getting the right mix of assets, amsis, ana' maienai. This is especially important as we intend to make the core assets developed in...

Front Face Model

Th s ts me very fust shot and too aimost an hour to get m lt s one ng t To t ne-tune the ugni ntensmes soft-Do a positions and makeup reqw a tot of patience e too se ef snots and made sm after each of mem The idea s to get perfect diffuse and even ngm on t gt om sides of me face hich sounds much easier than it is in me e a e realized there as a slight difference in right cheek makeup intensity . cnanshot IS tne most important photo tor head modelino 55 2 , en a saPt00K several shots horn the...

Photoreal Textures Paul Fedor

The ESSENCE journey Starting in a photo studio in Prague in the Czech Republic, our model Monika was captured by the crew at 3D.SK from every angle in preparation for transformation into a photo-real digital character. From there, Hong Suck Suh in California created the 3D model based on Monika's features and passed the model along to Paul Fedor also in California who combined the photographs and 3D model to texture Monika as a beautiful woman, as an aging woman, and finally as an injured and...

X

Checkered Grid Texture Map

O Step 10 Shrink, pelt, relax and repeat A tip here is to shrink your UV faces to a really small size so the pelt simulator can pull your mesh apart successfully. It can take a lot of playing around to get it to work. You will have to run a relax periodically followed by the pelt simulator again. Fortunately, this is fast to do. As soon as you are happy with the result you should exit out of the pelt mapper and continue refining your mapping with the Relax tool targeting face angles and edge...

Facegen Customizer

Good Head Topology

Model fitting and projection mapping With a good generic model and UV mapping, we can move on to combining the photographs into a single texture. First, we need to alter our generic model to match the photographs. Hong Suck Suh and Paul Fedor show the best practice for doing this in the traditional way modeling by hand with the photographs as a reference and then morphing the photographs to fit a plane projection onto the model. I will show an alternative approach here, and highlight advances...

Head Model Coordinates

How Topology Human Face

Perfect generic models and UV mapping There are five main stages I recommend for creating a photo-real, textured 3D model. They are generic modeling photography UV mapping detailed model fitting and texture generation. You can group the four steps into two stages generic modeling UV mapping and detailed photography texture baking model refinement. The first two steps, generic modeling and UV mapping, are basic characteristics of a head model and are independent of any actual textures or...

About Face

Patch Modeling Face

The first thing to know about modeling the human head is what makes a face look different whether it's age, gender or race. It's then a matter of concentrating on catching all of the unique features of the reference or what you want the model to look like. It's also important to remember that no model will look right without some knowledge of human anatomy. Creating a human head is pretty simple, but the hardest part is matching and adding characteristics to the model. Small changes can make...

Editorial

Modeling Human Head

Welcome to the first book in our new Creative ESSENCE series. This series of how-to books is for mid- to advanced-level artists. Creative ESSENCE is all about the essence of bringing 3D characters to life. Each book will focus on a single topic. All books in the series will also be complemented with DVDs and web releases of the valuable digital assets developed and illustrated in the books. Over time, we hope that this series will become the de-facto material for teaching methods and providing...

Human Head Modeling

Human Head Model

This is the picture of a model that has been imported into a tool called UVLayout www.uvlayout.com . UVLayout unwraps the UV by minimizing the distortion and makes the adjustment easier by showing each UV's distortion level in colors. Lastly, we bring the model back to Maya to readjust the Seam part, and the parts which UVLayout did not cover. The UV process This is the base-level cage model, I get to the more detailed models through subdivision arid adding d tails, ihe model at this stage More...

Gimp Lens Distortion Head

O Step 3 Designing the line structure Nose amp Mouth O Squeezing the lines on the corner of the mouth gives enough lines to create open mouth shapes for facial blend shapes. On the nose area make sure the line follows the wrinkle which starts from the side of the nose and ends at the chin. The structure of the ear is very complicated. There are many different approaches to modeling the ear, but with this model it was drawn Q Step 5 Do I look fat in this model This half model was built by...