Creepy Headless Woman
Started sculpting the Head for this character.
I first scupted the head quickly without reference or planing, this got so frustrating with every stroke.
Next day after looking at some anatomy videos, I tried to define the facial planes first. This made things so much easier, and model started to look alot better. (far from perfect, but alot better)
Ill be adding some hair sculpts later.
and then finaly the body
After many many unsuccessful attempts of sculpting the cloth in Zbrush, I finaly gave up lol.
I tried looking for other alternative ways, and I decieded to import a cloth simulated mesh using nCloth, to zbrush. This turned out to be a much quicker and better way,
after imporitng the mesh I did some cleaning up and adding extra cloth details inside zbrush.
Looking great Can't wait to see an update!
-Jeremy-
Great Bake! Although I feel the uv layout could be better and you could get more resolution out of it.
-Jeremy-
Great Bake! Although I feel the uv layout could be better and you could get more resolution out of it.
-Jeremy-
thanks, and you are right.
Do you have any suggestions because creating UVs is my weakest point.
maybe I shouldn't keep the shape of the mesh in the UVs, and go for a more rectangular look?
I dont mind re creating the UVs, and baking it again
I've Finally baked everything! Just need to pose
interms of the specularmap, I made the face blue.
I still dont know why you do this. Is it to give a good skin effect in the game engine? thats what I've been assuming all this time.
all this time I've been doing it Black and white, so I thought I'd try the blue thing.
Please tell me if im doing something wrong with it. (I just overlayed a Blue paint.)
Good job, the scary lady on your ref have comes to 3d.
I try to answer the specular question:
As the light bounce from a surface like polished brass, gold or copper for instance it will gain the materials color. That is why specular need color to get the right effects in some cases, like your blueish skin will make her probably shine a little ice blue and hopefully add a scary deadish effect. You can try making gold or brass materials to get a better understanding of how it works.
Oh I see. Makes sense when I see games spec textures with color now. Thanks this has really helped me!
because I was like "wait a minute, arn't spec maps suppose to be black/white?"
Makes me want to look back at all those colored spec maps and figure out what color is used for which objects. and steal their techniqes.
But does this appy only for game engines? or is it also used for say... mental ray / sss renders inside maya?
Its quite common to think specular only can contain black and white, in some renderes it may also be so. I think most of todays renderers support colors whenever its realtime or not. Mentalray have no problem with handleing colored specular thats for sure.
The specular values is as induvidual and dynamic as most the stuff with 3d, just becouse 5% from black is a good specular brightness for skin in Lightwave, dosent mean it would be the same result in another renderer. So it maybe a bit tricky and some tweaking to make a good specular map for your current renderer and the settings it has. It can be good to do lots of test renders to get the knowledge what values makes your material get that little extra. ( important to have the possibility of a viewer or the engine to check your model in when working toward games )
If your engine support translucency it may also add a nice effect to come closer to your reference if some of the lightning is set behind and your map let it pass through. I think it may be a lot more tweaking and time consuming then the specular though.
yea its definatly best to have the engine viewport with me (using marmoset at the moment to see quick changes atm but I think my client uses UDK, not sure to be honist.)
i remember the days when I had to do many renders just to see small updates lol
And translucency map is something I might consider, since it will get it close to the reference image.
thanks robo! I actually learnt a great deal from you today!
this is not a final render but I managed to pose the mesh.
I still need to learn layered shaders inside maya (or marmoset if it has one). I was attempting it today but had no luck. its kind of confusing to me.
Basically what I want is to make the blood watery but not the face. I used layered shader inside maya but Its not working out so well. still a noob in these areas.
If I could recieve advice or a link to a good tutorial, it would be greatly appriciated
It is an awesome work,really scared me.Can't wait.
Good luck!
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