Thursday, 21 October 2010

This is the skin material attached to my model, all that is left to do is give the skin texture and shine.

and then add hair.
after abit of tweaking this is my finished skin material, if i had time i would have put a dark tone where my hair will go, this is becasue with the hair, at certain angles you can see the skin.
i reopened my original photo of myself in 2 views, and begun making my face.

this took me 2 attemps, the first time, i used the hair aswell, however i didn't like the end result, as my hair isn't flat and it looked nothing like me.

The second attemp i left myself bald, and intended to add hair later using a hair and fur tool on 3ds max.
this part i used photoshop, i opened the rendered imaging, i then opened a new layer, and coloured the background blue, i then wen back to teh background and pressed ctrl+a followed by ctrl+c, and then back to teh new layer turned on "quick mask mode" on teh blue layer, i then pressed ctrl+v

this then turned the background red/pink but the white lines had been highlighted. i then right clicked the layer and pressed apply, thelayer changed so that the background was blue again, but the white lines had still been high lighted.

i then changed the size of the lines.

The final result is a blue guide from whihc will help us create the material for the face.
once the two part are welded together, i needed to change the size of the background to make it twice as wide, and then scaled the images to fit.

i then wen back up to "tools" and pressed Render UVW template, and changed the width from 1024 to 2048, i then pressed render template, and this is the result.
The next stage of this is to close the "Unwrap UVW" and activate the symmetry again, this time, reopen the "unwrap UVW: above the symmetry, this time it will effect both half's of the model.

again click edit, select polygon at the bottom, and "select element" then click the picture, both halves of the model will be ontop of eachother, so it took me a few attemps before i was able to click on the other half. but once i had done so, i click the "mirror" option, and moved it so that it was almost touching the other side, face to face.

i then did the same with the ear.

the next step is to weld both parts of the model together, i did this by selecting the 2 vertex's and pressing ctrl+W

when this is done, the green line down the middle will be gone and the two halfs are now one solid part.
with the ear, first i needed to select it, after doing this i clicked on "planar" it is next to the "cylindrical" option i pressed before.

after this, i had to press "fit" and "align X" this produced a square around the ear.

i then clicked "pelt", and the following image apears.

this will basically pull the polygons apart, until it is a flat shape.

to start with, i selected the vertex in teh circle around my ear, and then scaled them rough until it was 2x the size, i then increased the "simulation samples to around 15 and pressed "start pelt"

the result is teh ear being pulled in every direction until it is flatterned.


as it stands, the image is massive, so i selected it all and scaled it down so that it the right size.