Making of The Patient by Ten24

Published on: 10-12-2008 | Views: 43547
Article: James Busby

Introduction

The following article isn't intended to be a tutorial as such but rather a focused ‘making of' during which I will attempt to explain a lot of my working practices and techniques. I'm going to illustrate this with Videos and images where appropriate. I've also included at the bottom of the article a link to the scene file, which includes a version of the scene with a frozen mesh and all the textures in JPG format at full resolution. I have no intention of discussing modeling or sculpting techniques, as there are already thousands of head modeling tutorials out there and I really don't think there is anything I can tell you that you wont find better demonstrated elsewhere. Instead I want to focus on the Texturing, Shading, Lighting, Rendering and grading of this image.

Projection Mapping

There are various ways to texture a face, a lot of people tend to use 3d paint programs such as Zbrush or Body Paint, some artists still prefer to paint straight onto the unwrapped UV layout, however I prefer to use a Projection mapping / texture-baking technique. The process involves camera projecting a reference photograph straight onto the mesh and then baking the result out to the UV map, this allows me to create a distortion free base from which I can produce my colour, spec and bump maps.

Setting up projection scene

Setting up the scene is a fairly simple process, for this project I used two cameras, one for the front and one for the side. When setting up the cameras I always try to use the longest lens possible, this helps to flatten out the features of the face and reduces texture distortion due to perspective See Images and video Below

Above Left Lightwave camera layout and settings Above Right Flash video detailing the processes involved in setting up the scene

Above: an example of what the front and side renders should look like

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