Posts Tagged ‘Texturing’

A new female head - speed doodling session

I took a few hours tonight and had another speed doodling session. I worked from my imagination with this one, with a goal set to as fast as possible get a decent looking character. I really need to get a speedy workflow in modeling characters for some of my upcoming projects, so I’ll probably make a few more similar doodles around this theme.

Female ZBrush Doodle 2

The image above was created from scratch from the first polygon to final render in about 3-4 hours. This was mainly a ZBrush project, but I did end up rendering it out in LightWave 3D at the end. If I had spend some time on bulding a skin node network in LightWave and worked a bit on the hair it would probably have ended up pretty decent looking, but I’m saving that for the next time.

Anyway, I started this project by making a few ZSpheres and sculpted and pushed around the mesh from there, going up in level of detail now and then, trying to capture the basics of the female facial form as much as possible. Check out the image below for a few screenshots from different times in my sculpting process.

Female Doodle 2 - Work in Progress

At this stage I felt I had got most of the structure down as I wanted it. As sculpting from a few ZSpheres in ZBrush doesn’t create a decent topology, I included fixing the topology to my workflow this time.
To fix that, I roughly painted out directly on my character how I wanted the topology to flow, somewhat close to what I like, and then I used that model with my paintover as a template, building my new topology on top of that. When I had my new topology in place, I projected my sculpted details back into the new mesh. Here is three additional screenshots; The original topology - My paintover - The final topology.

Female Doodle 2 - Topology

Alright, the third one looks much better, so to end this session I made some basic texture painting as well. I didn’t bother with painting any Subsurface Scattering, Specular, Diffuse maps and so on this time, I just wanted to get some texture down and painted a simple color map. Here is the color map rendered in ZBrush with a basic skin shader applied.

Female Doodle 2 - Painted

And to close out this doodling session, just for fun, I exported the model out of ZBrush and brought her into LightWave. I made a quick and dirty wig with some hair strands, just a few minutes worth of work, and then rendered out the image at the top of this post.

Well, that’s it for this time. I shall return.

Working Music: Markus Krunegård - Markusevangeliet

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Innkeeper: The texture game is on

At last, here’s a new update of my innkeeper character. Again, it took a little longer than I had expected since my last update, but I’ve had a few commissioned pieces of work that have come in between. Believe it or not, but they take precedence over my personal projects.

Anyway, today I got back in business with this guy again, and here’s the latest snapshot of his current state.

Innkeeper - Work in Progress - Texturing 1

I’ve entered the texturing and shading phase. Since the last post I’ve created the UV’s for him and then spent most of the time building a decent skin shader. The texture maps used at the render above is just some rough placeholders I sketched out quickly to have something to work with when the skin shader reached the final stages. The color map is pretty wild and I’ll remake it from scratch for the next update, and other than that I used a simple normal map to get some structure going on. I’ll remake that one as well.

The skin shader though, am I pretty happy with now. It consist of a large node network built up around 2 SubSurface scattering shaders, 1 OrenNayar shader, 1Blinn shader, 1 Reflection shader and everything mixed together with some mixer nodes and gradients. I’ve tested this shader pretty carefully and it seems to hold up in most lighting environments.

I wanted to get this shader perfect before starting to work with the texture maps for real, so well, here I am. I have a photo session I need to do this weekend for a totally unrelated project, but other than that I think I’ll have enough time to start working on the real textures and post another update shortly.

Working Music: Babyshambles - Shotter’s Nation

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Destrachan - First pass of painting

Just a quick update, I’ve done the first pass of painting on the little guy, so I just wanted to post a progress image.

Destrachan - Work In Progress - Textures

It’s getting decent, but I need one more session to work on him before I am happy with the textures and shading. I have done all painting of the skin texture so far in ZBrush and haven’t had any need to bring it into Photoshop so far. I will probably do some minor touch up in the end there I guess, but ZBrush has been just great to paint textures in. The above render is made in LightWave 3D, I didn’t bother to turn on the displacement map for additional details for this test render.

Well, I’ll continue painting this cute little pet today, and then he should be finished to be let loose in some scenery.

Painting Music: Gogol Bordello - Gypsy Punks: Underdog World Strike

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Destrachan - Made a decent UV Map

When I was halfway through the sculpting phase I decided to improve my UV Layout for my darling. Originally I had settled on letting ZBrush create the UV map for me, using GUV tiles. But then I thought Nah, they don’t look very pretty. ZBrush GUV tiles does create a very nice distortion free UV Map, so it’s technically a very good UV Map, but not very easy on the human eye if you want to take the UV Canvas into Photoshop for further editing after you have left ZBrush.

So I went back to my base mesh in LightWave and had a proper UV unwrap session with it instead.

Destrachan - UV Map Layout

As can be seen, my unwrapped UV Map is so much easier to paint on than the abstract ZBrush generated map if I decide to paint or do other work on the maps down the road. To create my UV Maps in LightWave I use a very nice free plugin called PLG UV Tools which just rocks for UV creation.

I have always thought of creating UV Maps as the most boring and uncreative part of the 3D process, but the PLG Tools has completely changed that for me. It just gives me great UV Maps in no time so I can concentrate on the more creative parts.

In less than no time I had decided on where my seams and cuts shall be and generated a more or less distortion free UV map out of it. Then run the Relax UV command and follow up with the Pack UV Chart to get as effective placement in the UV space as possible. Here is the base mesh with an UV Checker pattern applied after I had finished my new UV Layout.

Destrachan - UV Checker Applied

Gotta love how easy it is to swap out an UV Map in ZBrush for a new one in the middle of a sculpting session.

Anyway, the checker render above is the last render of the base mesh. Now there is only the fun parts left, sculpted and painted versions of this guy!

I have an UV Layout that I am very pleased with. And the sculpting is almost finished. I’ll continue sculpting in the finer details tonight and shortly be back with some images of the final sculpture so I can move on to the painting phase.

Working Music: Camera Obscura - Let’s Get Out Of This Country

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And we have shading

Here’s a quick update of my progress with this female character since yesterday. I finalized the facial features tonight, and started working on the shading and textures. Here’s my current state of her.

Katana - Work in Progress 4 - Render

I’ve finished the eyes and textured them. I’ve also started paint the textures for the skin. There is still some more work left to do around the eyes and mouth, as I want some special things to go on there, but the base layer is in place. I’ve used the new skin node in LightWave 9.2 for the shading which I feed my painted textures into. I’m really enjoying all the new toys in LightWave 9.2.

The next update will probably not be that far from my goal with this image. I’ll have the hair finished, the texure maps, clothing and the rig is also slowly getting in place for her posing. Stay tuned for a new update in a day or two.

Tonights Working Music: Arcade Fire - Neon Bible

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Living room texturing has begun

Alright, I’m back, a few days later than expected, but now I’ve started texturing and lighting the living room. It’s a pretty basic daylight lighting at the moment. I’m thinking of taking this image into a nighttime shot instead.
I still though have to work a bit more on the textures, and add some objects for detailing the image so the room doesn’t look to empty. I’ll continue working on this image tonight, and hopefully post the final image tomorrow. Stay tuned for another update soon.

Modern Living Room WIP 3

Working Music: Baby Shambles - Down in Albion

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Living room continued

Some things have been coming in between since I posted the first work in progress of this image. I haven’t had any time to work with it since.
Anyway, today I found a few hours, to continue the work. Tweaked the sofas and the rug and added a painting, a plant, a shelf, some magazines. And also did some work on the texturing and lighting.
I guess this project is quickly coming to an end. Well, I really have some other things I wanna sculpt and paint right now. Interesting that sometimes I can sit around and tweak and adjust things for days, and sometimes, like in this case, a project only needs a few hours to get a decent result that I feel I can stash away in the pile of finished work.
I will post the final image in the portfolio (Wohoo, for the first time in years) as soon as I’ve done the last adjustments and produced a final render.

Living Room WIP 2
The second work in progress of the living room.

Working Music: Hello Saferide - Introducing
(Really in the mood for this kind of music at the moment)

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Someone got a couple of Tattoos…

Well, the second Julie post in one day. Not bad… Julie got herself tattooed today. In Johan’s Tattoo Parlor. Well, actually she got a couple of them, but well, let’s just show off one, the rest will be apparent when the final series is available.

Julie WIP 6
Working Music: Still Joakim Thåström

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