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Chapter 01 – Low Poly Setting up Image Planes Now, using the Crop tool and its transform
Modeling The edge extrusion method is possibly the controls, extend the image size to the right so
Software used: Maya easiest way to block out the basic shape of a you can fit a side image in it. Place the side
human head, and for that we will rely on a pair image to the right of the front image and scale,
Basic Modeling of reference images that we are going to load as rotate and move it until you align all the facial
Hello my name is Anto Juricic and I am a CG image planes. I have provided you with a side features with the guidelines matching the front
artist specializing in the creation of believable and front image of this character as a download image. Don’t worry if some parts don’t line up
CG characters. In this series of tutorials I am with this tutorial so you can use the images to 100% perfectly; it’s probable because of the lens
going to walk you through the numerous tasks follow the tutorial (Fig.01). distortion of images.
involved in creating a highly realistic render of
an old man. As a core application I have chosen You can use any reference image you like as If your model’s head is slightly tilted to one side
Autodesk’s Maya and I will use it for the majority long as they come from the same person and you can use the front on view to adjust and
of tasks in this tutorial. show a front and side view. Let’s first spend a correct the image. With this done remove the
few minutes preparing the images so they align guidelines and crop the images again, removing
Although Maya is a powerful tool by itself and perfectly once we load them into the Maya. Load the space around the images. Also create two
capable of both geometry sculpting and texture the front image into Photoshop and pull down a separate files, one for the front and one for the
painting, it is capable of creating better results few guides to mark the position of the eyebrows, side view, and save the files.
when used in conjunction with applications like center of the eye, nose tip and bottom, upper lip,
Photoshop and ZBrush, which are going to be center of the mouth, bottom lip, tip of the chin Now go into Maya. In the menu select a new
our major texture creation tools. With that said and bottom of the chin. Also place a guideline image plane and press Load Image. Select your
let’s move on to the first step. along the center of the face. previously prepared front image. Repeat the
same process with the side view. Image planes, responsible for thickness so you are left with the center of the nose bridge. Align this from
by default, are created at the origin of the just a plane circle. Select the boundary loop the side view too. Now select the border edges,
scene and crossing each other. To get image from this circle and extrude it outwards. Delete except ones at the center, and extrude them
planes away from the center and make some the inside so you have a ring shape. Also make once again to circle the cheek and eyebrow.
space you will need to adjust the attributes for sure that you have your normal’s facing the
the image plane. Select the front image plane right direction. Now roughly align the vertices, This is a good time to duplicate this piece of
from the perspective view, go to the Attribute following the front and side reference images, to geometry to the other side of the face. Select
Editor and pick the Image Plane1 tab. Search trace out the shape of the eye. These first few the geometry and go to Edit > Duplicate Special
for the Placement Extras options and center steps are illustrated in Fig.02. and in the Scale option type - 1.000 to X axis
the parameter. Set the third number box, which only.
represents the Z position, to 40. Repeat the Now select the outer border edge once again
same process for the side image plane and type and repeat the extruding process, shaping it Move the duplicate to the other side of the face.
in 40 in the first box for the X axis offset. roughly to mark out the shape of an eye socket. Cut the bridge of the nose vertically by inserting
Make sure you align the newly created geometry an edge loop. Don’t forget to always realign
Poly Modeling from the side view as well as the front view. the new geometry from the side view. Now let’s
Now we have our preparation done it’s time Select the two edges that separate the upper block out a nose shape by extruding down the
to lay out some polygons, so let’s start with a and lower eye lid, and extrude them towards nose bridge to the base of the nose (Fig.03).
temporary eyeball. You can find all your poly
editing tools in the Edit Mesh menu, and you
can add those you use most to your custom
shelf by selecting a tool while holding the Shift
and Ctrl keys.
Cut along the polygon three times and fill in the chin extrusion. Select five edges from the top afraid to reposition some parts of the geometry
gap. Add two edges to cut along the laugh line of the mask and extrude them twice to form a at any time, and add or remove some of it if you
polygon, and fill the gap by bridging the mouth forehead shape (Fig.07). feel it’s necessary. Make additional splits to the
and the base of the nose. cheek geometry to match the edges of the jaw
Split the long temporal poly and bridge it to geometry. Fill the gap between the cheek and
Bridge the two polygons from the nostril to the forehead. Continue extruding the forehead jaw by bridging between faces. Use the same
the corresponding polygons on the eye mask. all around the head, all the way to the neck. technique to fill in the rest of the gaps, as shown
Extrude two edges from the side of the mask Reshape the new geometry to form a smooth in Fig.08.
to create a temporal area. Do the same for the shape. Insert another edge loop to the cheek
cheek and add a few extrusions from the cheek geometry right behind the laugh line and Also connect the remaining opened faces,
to the neck. Add one more edge to the cheek connect the cheek to the eye geometry. Do the as illustrated in Fig.09. Select an open face
polys and connect it to the last polygon from the same to connect the cheek and chin. Don’t be from the back of the neck and make enough
Anto Juricic
Web: http://anto-toni.cgsociety.org/gallery/
Email: monty.band@gmail.com
Chapter 03 – Unwrapping
Software used: Maya
In other words it’s a model unfolded and There are a few rules that need to be followed seams will show as discontinued texture edges,
flattened onto 2D space. The simplest way to during this process. To unfold any model, we so the best approach is a good balance of both.
understand this concept is to imagine a simple have to make cuts, or rather seams, in order to
paper box you want to unfold and flatten onto produce less distortion on the flattened model. It’s also important to say that UV space is 1:1
a desktop (Fig.01). The same concept can be More seams can often lead to less distortion, square ratio and in order to maximize texture
applied to geometry of almost any complexity. but the downside to that approach is that those space, it’s important to keep UV chunks or
islands packed tightly and fitted in that range.
If you have done everything right by now your time on it. Just select the top vertices and apply
checker projection should look like this (Fig.08). Unfold smoothing.
As you can see there is some obvious stretching
of texture in some places, so let’s deal with The next problematic area is the mouth, where
those major issues first. we have some overlapping. The best approach
to this area is to move the points one by one,
Stretching in general occurs at places where since there are few of them.
the size of the polygons in the UV Editor doesn’t
match the size of the same polygons in 3D view. Here is what I came up with after applying the
Our job is to make those differences as invisible last few steps (Fig.09).
and as minor as possible.
Using a similar approach, relax the areas on the
Let’s correct the most obvious part at the nose and eyes too. Detach the inner part of the
neck. Use the UV Smudge tool to space out eyelid, as it’s not going to be visible and it will be
overlapping vertices as much as possible, then easier to unwrap the eye without that part. Try to
select points in small groups of up to 10, and maintain the shape of the eye in the UV Editor;
apply Unfold and Relax smoothing alternately. it will be much easier to draw in 2D when you
Repeat the process for all of the neck area until have them similarly shaped in both 2D and 3D.
you remove most of the distortion. After that
select all points in the neck area, except ones at After completing UVs for half of the head, it’s
the border, and repeat unwrapping and relaxing. time to mirror all this work to the other side. Go to the Mesh menu and select options for
Similar to the neck area, the top of the head Before mirroring, align all the points at the mirroring the geometry. Make sure that the
will also have significant distortion, but since it’s middle of the head in the UV Editor, so they are Merge with the Original option is unchecked and
not going to be visible at all, don’t spend much aligned vertically. Apply.
Go to the Displacement map tab and apply menu > Other > High Pass. Set the High Pass menu and under Brush Tip Shape, choose a
the following settings: Adaptive, Smooth UV, radius to 10 pixels. 5 pixels dot and adjust Spacing to 50%. Next
and DPSubPix 2. Press Create Displacement check the Shape Dynamics and set the following
and once it’s created press Clone Disp and Change the blending mode for the displacement parameters: Size Jitter to 100%, Minimum
save it from the Alpha menu as a TIF file. The layer to Linear Light. Now we have darkened Diameter to 10%, Angle and Roundness Jitter to
generated map will be vertically flipped and you cavities and have also laid down the road map 100% and Minimum Roundness to 50%.
can flip it right away from the Alpha menu or in for the rest of the texture. To make this layer
Photoshop. blend more naturally with the skin, use Curves Now move to the Scatter options and set Scatter
adjustment and change the parameters on the to 1000%, Count to 2 and Count Jitter to 50%.
Go to the Normal map tab and create normals red channel only, as illustrated in Fig.06. Once again it’s time to pull out some of those
with the following settings: Tangent, Adaptive, gathered references and start spraying some
Smooth UV and SNormals. Export the Normal Let’s add some fine details we are going to variation over the skin.
map in a similar way as the Displacement. extract from the Normal map. Open the Normal
map as a separate file, go to Channels and I like to start with the red color and spray it all
Generating maps with these settings can take select the green channel only. Press Ctrl + A to over the place, and later concentrate one more
some time to render, so it can be a great time to select all the pixels from that channel and copy pass on the areas like the cheeks and nose.
take a break. them. Now go to the texture file and paste to a Repeat the same process with a white color
new layer. Let’s repeat the same process with on a separate layer. After adding some white
Before you export the geometry too, you can the High Pass, but this time set the radius to 2 pigmentation, open a new layer and do the
use the Move brush to break up the symmetry pixels. same with a blue color, but more subtle and on
or make some facial expressions. localized areas like under the eye area, nose
Overlay this layer in Soft Light blending mode. and cheeks.
Now let’s move to Photoshop to draw a Color This will be a base for a color texture, so before
map. Open a new document, with a size of 4096 moving on to other layers, group these layers After you finish all these color variations you can
x 4096 pixels. I usually start with a big chunk of together. flatten the noise layers and apply a Gaussian
skin taken from a photographic reference. On Here is a quick setup method for making a Blur with 0,3 px radius to make it look more
top of that, add the Displacement map. With spray color brush for adding skin variation and softened. See Fig.07 for a small patch of the
the displacement layer selected go to the Filter blemishes. Press F5 to get to the Brush Setup skin texture achieved this way.
Further cloth realism is achieved with the To set up the V-Ray fur, select the object you
addition of some surface hairs. To make this wish to grow fur from and go to Create > V-Ray
process as simple as possible I will work with and Add VrayFur to your selection. You will
Maya Fur, which comes with some presets that instantly get feedback of the created fur in the
can be used as a starting point. After making viewport and can quickly set up a desired look.
a few changes to the selected preset, I render Note that V-Ray fur will inherit material from
hairs with the Maya software renderer on a its base surface. If you want to have V-Ray
cloth model with a black surface shader. Maya fur with different materials you can copy the
Fur renders extremely fast with the software object, assign it to the other material and turn
render, and after less than three minutes I have off the object’s visibility in the shape node
a fur pass to composite over a beautiful render object display. Fig.07 illustrates the detailed cap eyes. There are a couple of important things
(Fig.06). surface with V-Ray fur. worth mentioning when it comes to eye creation.
An eye model can be constructed out of many
You can also experiment with V-Ray fur, which Another important part of achieving a realistic parts if you are going for an anatomically correct
is also great and very easy to set up. CG model is the creation of the character’s model, but the easiest way would be to use two
models, one for the outer transparent layer with
the cornea and another for the layer with the iris
and sclera. These separated models are shown
in Fig.08.
Note that more image resolution requires less If you are rendering big resolution stills, like Also using the same color correction
precise image sampling. V-Ray offers us three 3000 px or above, you can probably get away adjustments for both the character and the
types of image sampling: Fixed, Adaptive with default V-Ray settings, but I would definitely background will help you to marry the two
Subdivision and Adaptive DMC. Image sampling recommend using a DMC for those who are elements together better.
could be a whole tutorial in itself, so let’s skip looking for more details and have enough
the complicated stuff and cut to the basics. rendering power. I hope you have enjoyed these tutorials and that
you will find them useful for your future realistic
I often use the Adaptive DMC method because If you encounter a long rendering hang, make portrait creations. Thanks for reading!
it works best with the small details, like hairs or sure to increase the Dynamic Memory limit to
skin pores, which are important for achieving more than its default 500 MB.
a realistic image. If you are using low samples
you will have probably lost many fine details you If you are looking for some more control over
sculpted in your model’s face, so you have to your renderings, make sure to explore V-Ray’s
use fixed or low adaptive subdivision; only for Render Elements, which will provide you with
testing or if you are rendering a big resolution. the ability to render different passes like Diffuse,
Reflections, SSS and so on.
If you are going for a 1080 px video render or
similar resolutions I would definitely recommend After you render all the necessary passes you
DMC with minimum 1 and maximum 6 samples. still have some room for improvement in post-
processing. One of the most obvious additions
You can see a couple of frames captured from in post-processing is a background and it’s
the turntable video in Fig.09 – 10. very important to match the background with
the lighting. If you have used an image to light
Threshold parameter also plays a big role in your character, then you could use the same
image sampling and you will get more precision image as the back plate to perfectly match the
and less noise with a lower threshold. background with the lighting mood.
Original Author: 3DTotal.com Ltd | Platform: ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 30
Original Author: 3DTotal.com Ltd | Platform: 3DS Max & ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 52