Adding some final details like Peach-fuzz and facial hairs. Subtle but really enhance it. I still need to find a way to make old and dead skin pealing away from the subdermal layer. B/W version still looks the best so far.
Suit modelling and minor skintone tweaks adding moles and some lips enhancement
EyeBrow
Almost done here. Added little specularity. I really like distribution of the browhair. From higher density to more low. Maya hair was used here .Controled by NURBS guide curves.
Compositing in Photoshop
Lensblur is a new photoshop plugins that allows you to do Zblur in a more physical correct way then before possible in photoshop. See here two quick Lensblur:
All you need is a Z-depth image from you favorite renderer. In this case Vray.
I did manually increase the contrast to get a better fall off and feedback. Of course it will replace production quality software renders. But still a good preview.
Hair combing WIP
It's quite a tedious job since I don't have Shave & Haircut to do the job. In order to get total controle I can't avoid placing over 200 guide curves.
Shading ,Lighting.
Adding glasses redness to eyeball. Tearlines. Minor tweaks to mouth and ears.
Changed lighting to see how skin reacts. GI enabled.
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Eyeball texturing
Some say eye is the window to the soul and that's why its important to
have a realistic eye. No matter how good the skin is .The eye has to work and
match the skintones. Handpainted in 4K.
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BW croptest
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Texturing Day 3 :
Balance of the skin looks really good so far. I decrease the normalmaps strenght.
Added a highfrequentie detail to the normal maps that will breaks the specular highlights more into a more diffuse and realistic skinreflections. Next step is
texture and shade the eyes. I've been using my old setup so far which is a procedural eye made with ramptextures.
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Texturing Day 2 :
Texturing the subdermal layer is much more complicated then texturing hard surface.
You really need a good lightsetup and determine the right thickness for your SSS.
Really like the overal skintones. Need to tighten up the details like pores and irregular veins and add pimples later.
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Texturing Day 1 :
Texturing in Mudbox in a non destructive way. Nothing is collapsed. Even though
the skintones looks very immature. It does represent some of the hues and tones I found on the orginal photograph.Check out the mudbox screenshot.
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Some shader setup.. and preparing for texturing. Vray Fast SS2 proven to be fast and accurate.
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I like to work on simultaneously on model and texturing. I think they shouldn't be treated like separated task. So before I finalize my wrinkles and details. I always put some basic skin diffuse colors to work in context. Zbrush 4 Skin shader really looks amazing.
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In order to achieve a better model and for texturing sake. A new topology is required. DynaMesh creates nice quads for sculpting but not suitable for animation.
Although I only gonna render it from the front view. I model a complete head for hair growing. No politician are being hurt during production :p
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Using Spotlight module in Zbrush to create some textures for this face.
Even as a bald model it start to looks like him. I'm happy about the likeness.
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By changing the model opacity and using an imageplane. A quick texture look is a piece of cake.
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Side by side comparison of the actual photograph that I try to match.
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Maxime Verhagen is a Dutch politician in the Christian Democratic Appeal (CDA) party
One of the hardest thing to do for a sculptor is to capture a likeness of the real model. I'm trying to model a buste using a few photographs I found online.
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Wow, the likeness is scarily good!
ReplyDeleteIf you know someone that can imitate his voice well you could make or break the CDA if you animate it :)
wow insane!!
ReplyDeleteawesome work.
ReplyDeletei'd really like to know your way of doing the peach fuzz. i'm stuck in my workflow.
Awesome work.. I like this..
ReplyDeleteCan I ask what kind of shader did you use in the hair?
I use maya hair module to generate the hairs. Its basicly PFX hair that has a built in shader for randomization of colors and specs.
ReplyDeleteI use maya fur to generate peach fuzz and composite using a hold out shader like surface shader. Since the fuzz hair are so small there is no need to lit them perfectly and I can get away with basic or no lighting.
ReplyDeleteThank You and that i have a swell supply: How Many Home Renovation Shows Are There updating exterior of home
ReplyDelete