Wednesday, 2 June 2010

final render


these are the final renders of my photo-real head. i a, pleased with it as my first attempt but there are things that i would change in the hair and eyelashes.

Tuesday, 1 June 2010




after modelling the hair using the paint hair tool onto a nurbs sphere i starting playing with the settings to get the right sort of look that i wanted from her hair. above are some renders taken at different stages of hair making.

eyelash and eye render

this is a render with mental ray of the eyelashes and eyes applied to the mesh from mudbox. its looking good so far.

eyelashes

to make the eyelashes i actually modelled each one individually and then applied about 3 hairs to each follicle, clumped it close together at the root and spread more at the tip of the hairs as to even them out.

eye render

im really pleased with my new eyes and they have all the attributes i wanted such as realism. you can see the part i made translucent and with the iris texture behind showing through. i also put a plain black lambert shaded object behind the pupil so that it always renders a pure black.

another aspect of realism i have applied to this model is a bump map on the iris just so that through mental ray shadowing it appears more vivid.
in this image you can see the vein texture i applied after painting it in photoshop picking colours from images of peoples eyes. i then projected that texture onto the nurbs sphere with the ramp transparency map.

eye


I realised that the eyes as seen on the last post didn't look that real so after researching the eye and watching some tutorials i found that making the eye in relation to its anatomy works better. by that i mean modelling and texture the iris behind a see through material.
on the top image you can see the workspace with the eye on show texture mode (6 on keyboard). you can see the ramp translucency map applied to make part of the eye see through.