egalps1 opened this issue on Nov 11, 2009 · 41 posts
carodan posted Sun, 29 November 2009 at 7:41 PM
Generally speaking, I like to start by morphing with an untextured model to achieve as realistic a form as possible without the distractions of any skin details, testing with different lighting setups. I'm looking for the 'meta' forms at this stage, including any quirks for expressions which I'd mostly add with Apollos default morphs. I like to make sure that the underlying structure of a face has a solid foundation. I have reference photos to hand for various aspects I'm trying to achieve.
When I'm happy with this I'll start looking at displacement to add further levels of detail - usually larger deformations like wrinkles and moles.
Hopefully now my forms will work well with different lighting setups.
Only now do I move onto diffuse and bump maps - in this example the diffuse texture does a lot, including some of the wrinkles that I'd usually try to make work exclusively with displacement. The 'Quint' texture happens to have nice details though, and blended (in photoshop) with 'Talus' seemed just right so I went with it.
VSS PR3 plays a vital role for the materials setup (standard skin for me now), pretty much unadjusted for this character (just lowered the SSS for the IDL and added a hint of green in the Colour Tint to kill some red in the diffuse textures).
I used a slightly complex lighting rig of 1 IBL and 3 spotlights for the final render to achieve a bright, sharp finish (ensuring both diffuse and specular lighting).
IDL at render time did make for a slightly long render (about 40 mins) but is well worth it.
I think the dynamic t-shirt also helps add a level of realism that conforming clothes lack.
PoserPro2014(Sr4), Win7 x64, display units set to inches.
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