3DTotal.com Ltd. - Character Production in Maya (2013)

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    Character Production Chapter 01 Low Poly Modeling

    www.3dtotal.com Chapter 01

    Chapter 01 Low PolyModelingSoftware used: Maya

    Basic ModelingHello my name is Anto Juricic and I am a CG

    artist specializing in the creation of believable

    CG characters. In this series of tutorials I am

    going to walk you through the numerous tasks

    involved in creating a highly realistic render of

    an old man. As a core application I have chosen

    Autodesks Maya and I will use it for the majority

    of tasks in this tutorial.

    Although Maya is a powerful tool by itself and

    capable of both geometry sculpting and texture

    painting, it is capable of creating better results

    when used in conjunction with applications like

    Photoshop and ZBrush, which are going to be

    our major texture creation tools. With that said

    lets move on to the rst step.

    Now, using the Crop tool and its transform

    controls, extend the image size to the right so

    you can t a side image in it. Place the side

    image to the right of the front image and scale,

    rotate and move it until you align all the facial

    features with the guidelines matching the front

    image. Dont worry if some parts dont line up

    100% perfectly; its probable because of the lens

    distortion of images.

    If your models head is slightly tilted to one side

    you can use the front on view to adjust and

    correct the image. With this done remove the

    guidelines and crop the images again, removing

    the space around the images. Also create two

    separate les, one for the front and one for the

    side view, and save the les.

    Now go into Maya. In the menu select a new

    image plane and press Load Image. Select your

    previously prepared front image. Repeat the

    Setting up Image PlanesThe edge extrusion method is possibly the

    easiest way to block out the basic shape of a

    human head, and for that we will rely on a pair

    of reference images that we are going to load as

    image planes. I have provided you with a side

    and front image of this character as a download

    with this tutorial so you can use the images to

    follow the tutorial (Fig.01).

    You can use any reference image you like as

    long as they come from the same person and

    show a front and side view. Lets rst spend a

    few minutes preparing the images so they align

    perfectly once we load them into the Maya. Load

    the front image into Photoshop and pull down a

    few guides to mark the position of the eyebrows,

    center of the eye, nose tip and bottom, upper lip,

    center of the mouth, bottom lip, tip of the chin

    and bottom of the chin. Also place a guideline

    along the center of the face.

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    responsible for thickness so you are left with

    just a plane circle. Select the boundary loop

    from this circle and extrude it outwards. Delete

    the inside so you have a ring shape. Also make

    sure that you have your normals facing the

    right direction. Now roughly align the vertices,

    following the front and side reference images, to

    trace out the shape of the eye. These rst few

    steps are illustrated in Fig.02.

    Now select the outer border edge once again

    and repeat the extruding process, shaping it

    roughly to mark out the shape of an eye socket.

    Make sure you align the newly created geometry

    from the side view as well as the front view.

    Select the two edges that separate the upper

    and lower eye lid, and extrude them towards

    same process with the side view. Image planes,

    by default, are created at the origin of the

    scene and crossing each other. To get image

    planes away from the center and make some

    space you will need to adjust the attributes for

    the image plane. Select the front image plane

    from the perspective view, go to the Attribute

    Editor and pick the Image Plane1 tab. Search

    for the Placement Extras options and center

    the parameter. Set the third number box, which

    represents the Z position, to 40. Repeat the

    same process for the side image plane and type

    in 40 in the rst box for the X axis offset.

    Poly ModelingNow we have our preparation done its time

    to lay out some polygons, so lets start with a

    temporary eyeball. You can nd all your poly

    editing tools in the Edit Mesh menu, and you

    can add those you use most to your custom

    shelf by selecting a tool while holding the Shift

    and Ctrl keys.

    Create a polygonal sphere and adjust it to match

    the position of the eyes from your image planes

    (both front and side). From the front view create

    a cylinder with 12 sides, which is slightly bigger

    than the eyeball, then place it in front of the eye.

    We will use this cylinder to shape the rst row

    of polygons for the eyelids. Delete the polygons

    the center of the nose bridge. Align this from

    the side view too. Now select the border edges,

    except ones at the center, and extrude them

    once again to circle the cheek and eyebrow.

    This is a good time to duplicate this piece of

    geometry to the other side of the face. Select

    the geometry and go to Edit > Duplicate Special

    and in the Scale option type - 1.000 to X axis

    only.

    Move the duplicate to the other side of the face.

    Cut the bridge of the nose vertically by inserting

    an edge loop. Dont forget to always realign

    the new geometry from the side view. Now lets

    block out a nose shape by extruding down the

    nose bridge to the base of the nose (Fig.03).

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    to dene the mouth line. To nish the basic

    mouth shape, extrude the inside loop to form

    the mouths thickness. Split the long polygon

    that bridges the mouth and nose by adding two

    edges, and extrude one more circle around the

    mouth. Now extrude two edges at the corner

    of the mouth toward the cheek. Split these two

    faces twice near the mouths corner. Align these

    Make seven extrusions along the nose and then

    one more for the nostril. Select the second,

    third and forth edge from the noses bridge and

    extrude them towards the edge of the nostril.Insert three edge loops vertically to the new

    geometry and adjust it using the front and side

    view as a reference. Dont be afraid to go to

    the perspective view from time to time to check

    your progress in 3D and maybe make some

    adjustments. Select the last edge from the

    base of the nose and last edge from the nostril,

    and bridge them to close the shape. Select six

    edges starting from base of the nose all the way

    around the nostril and extrude them out. Merge

    the last vertex with the corresponding vertex on

    the nostril, as illustrated in Fig.04.

    Split the edge at the center of the long polygon

    that bridges the nostril and nose base, and

    reshape it to a circular opening. Bridge the

    polygons to ll the gap between the nose tip and

    the mask shape.

    Select the nostrils opening edges, extrude

    them a few times and translate them upwards to

    shape the inside of the nose. With this complete

    lets move on to the mouth.

    Extrude two lines from the base of the nose to

    the mouth, then make ten extrusions circling the

    mouth. Split the newly created ring by inserting

    a edge loop at the center. Add one more loop

    edges to the nasolabial fold using the front and

    side references. Bridge the two faces from the

    laugh line to the nostril, as illustrated in the last

    step of Fig.05.

    From the base of the mouth make ve

    extrusions to outline the chin, and bridge the

    laugh line with chin, as illustrated in Fig.06.

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    Cut along the polygon three times and ll in the

    gap. Add two edges to cut along the laugh line

    polygon, and ll the gap by bridging the mouth

    and the base of the nose.

    Bridge the two polygons from the nostril to

    the corresponding polygons on the eye mask.

    Extrude two edges from the side of the mask

    to create a temporal area. Do the same for the

    cheek and add a few extrusions from the cheek

    to the neck. Add one more edge to the cheek

    polys and connect it to the last polygon from the

    chin extrusion. Select ve edges from the top

    of the mask and extrude them twice to form a

    forehead shape (Fig.07).

    Split the long temporal poly and bridge it to

    the forehead. Continue extruding the forehead

    all around the head, all the way to the neck.

    Reshape the new geometry to form a smooth

    shape. Insert another edge loop to the cheek

    geometry right behind the laugh line and

    connect the cheek to the eye geometry. Do the

    same to connect the cheek and chin. Dont be

    afraid to reposition some parts of the geometry

    at any time, and add or remove some of it if you

    feel its necessary. Make additional splits to the

    cheek geometry to match the edges of the jaw

    geometry. Fill the gap between the cheek and

    jaw by bridging between faces. Use the same

    technique to ll in the rest of the gaps, as shown

    in Fig.08.

    Also connect the remaining opened faces,

    as illustrated in Fig.09. Select an open face

    from the back of the neck and make enough

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    extrusion to match the jaw line and ll the gap.

    Select the open loop on the neck and extrude

    down as many times as necessary to ensure

    equal distribution of geometry. Also make sure

    you delete the history from time to time.

    Now go to vertex mode and press B on the

    keyboard to adjust the falloff radius, which is

    going to help us do some proportional editing.

    Go to perspective view and have some fun with

    this tool until you are happy with your model. I

    hope you have enjoyed this tutorial; see you in

    the next chapter where we will be adding some

    detailed facial features. Check out Fig.10for my

    result after some proportional editing.

    Anto JuricicWeb:http://anto-toni.cgsociety.org/gallery/

    Email:[email protected]

    http://anto-toni.cgsociety.org/gallery/mailto:[email protected]:[email protected]://anto-toni.cgsociety.org/gallery/
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    Character Production Chapter 02 Modeling the Features

    www.3dtotal.com Chapter 02

    Chapter 02 Modelingthe FeaturesSoftware used: Maya

    Hello! In the last chapter we used some very

    simple techniques to block out the main form

    of our character and establish a well organized

    edge loop structure. The method I demonstrated

    in the previous chapter will enable us to

    continue adding more geometry, which will add

    some details to specic facial features.

    Perhaps the most important part of a face are

    the eyes and the area around them. We are

    so used to seeing peoples eyes that making

    believable CG eyes is not an easy task. So lets

    continue with that area.

    The eyeball itself will consist of two parts: the

    inner one with a slightly concave iris area and

    a slightly bigger outer one with a bulge over the

    iris beneath it.

    As a starting point you can use the sphere that

    we created at the beginning of the rst chapter

    or create a new one from the front view. Make it

    slightly bigger than the eye socket opening and

    try to center it using a front image plane.

    A default poly sphere comes with 20 triangles

    at the pole, which makes an unwanted pinch

    on the geometry. To get rid of these problems,

    select every other edge radiating from the pole

    and delete them.

    Now instead of 20 triangles you have 10 quads

    that will render much more smoothly.

    Select those ten faces and grow the selection

    twice, use the Scale Transform tool to scale

    down selections on the Z axis to make it slightly

    concave. Move it back into place on the Z axis.

    Add one more edge loop at the edge of the iris

    to straighten the edge.

    To make the outer eye geometry, duplicate the

    one you just created and scale it up just enough

    any given time. Hide the eyeball to make some

    room for the next few steps.

    Select the border loop of the eye opening and

    extrude the selection inwards to make the eyelid

    thickness. Scale down the last selection slightly

    to make an easier angle transition between the

    eyelid shelf and the rest of the geometry.

    Next extrude the opening edges once more

    and scale outwards to make geometry that

    will penetrate the eyeball and prevent us from

    having any gaps between the head and the

    eyeball.

    Select and delete three faces at the inner corner

    of the eyelid to make a place for the tear duct.

    Bridge the open edges left over from the

    deletion and, using the Cut tool, cut in a shape

    as demonstrated in Fig.02.

    to cover the inner part. Select all concave

    polygons and this time scale them up on the Z

    axis to make a bulge. Also use Move Transform

    to get the bulge back into place.

    Select the inner area and add the outer

    geometry to the selection, then press P on the

    keyboard to make a parent connection. The last

    few steps are illustrated in Fig.01.

    Lets continue by shaping the eyelids and area

    around the eye. When we have the eyeball in

    place we need to reposition the geometry of the

    eye opening to conform to a spherical eye. Dont

    expect to make it a perfect t at this point since

    there is more geometry to be added. Also, if

    necessary, rescale the eyeball. It is a good habit

    to arrange objects in separate display layers so

    you can easily hide and unhide any object at

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    Chapter 02 Modeling the FeaturesCharacter Production

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    shape out most of the facial features and x the

    proportions. Patience is your best route when

    it comes to this task and it can often take a fair

    amount of time to reach proportions that youre

    satised with. Dont forget that you can always

    come back to the proportioning at any time, so

    its not a big deal if you dont get it right the rst

    time.

    Later in the process, if you think your mesh

    is too dense, feel free to optimize it as you

    like, but rst make sure every edge is serving

    its purpose, and contributes to the form and

    construction of the mesh.

    Fig.04illustrates my result on the same mesh

    after pulling and pushing the geometry, and

    some mesh sculpting inside Maya.

    Before we continue with more detailing its

    important to have all of the head features

    complete.

    Now its a good time to add some more

    geometry to both rings and the loop surrounding

    the eye.

    Lets start with cutting the rows radiating from

    the eye. To add a complete edge loop all the

    way, use the Insert Edge Loop tool. Newly

    created edges are marked in Fig.03.

    New edges are added linearly and need to

    be repositioned to smooth out the surface.

    To evade tedious vertex pulling and pushing,

    the best strategy would be to use the Sculpt

    Geometry tool.

    Use the Pull brush with Auto Smooth checked

    and the Smooth Strength set to 3. Set the

    intensity down and swipe gently over a new

    geometry.

    Now we should add a few loops circling the

    eye. Added loops are also illustrated in Fig.03.

    Repeat the same geometry sculpting process

    to smooth this area. Add more loops using

    the same technique to even out the overall

    geometry density.

    Now things are getting more complicated and

    at this point you should have more than enough

    geometry to shape out all the major features of

    the face.

    At this point I am using the Move tool with Soft

    Selection and the Sculpt Geometry tool to

    Once we attach the ear to the head model we

    will become completely ready for nal tweaking

    and proportioning. So lets continue with the ear.

    You can hide all objects at this time and leave

    only the image planes visible. You can use the

    same image plane as you used for the head, or

    if you like you can make a new one with an ear

    image of your own choice.

    Modeling the ear is all about laying out correct

    topology that will follow the major ear shapes.

    The ear is a complex shape and to better

    understand the shape I strongly recommend you

    learn the Latin names of the ear features.

    Use the Create Polygon tool from the Mesh

    menu to create a single quad polygon, place

    it at the start of the ear lobe and extrude it all

    along the helix, as illustrated in Fig.05. Repeat

    the same process for the inner part, which is

    called the antihelix. Do your best to match the

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    You will nd that the two objects do not match

    in terms of topology and edge placement, and

    you might reduce some of the edges from the

    back of the head or add some to the ear beforemerging an ear to the head. Start from the part

    facing towards the front by selecting close-

    matching edges and bridging between them.

    This way all non-matching edges will stay at the

    back of the ear, which is unlikely to be visible.

    Do your best to keep the polygons four-sided.

    After some tweaking, Ive got the result

    illustrated in Fig.08.

    After successfully attaching the ear to the head

    lets move on to nalizing the rest of the mesh.

    Grab the edge loop at the border of the mouth,

    opening and extrude it as many times as

    necessary to create a mouth bag. At this point

    duplicate the eye mesh to the other side of

    the head and, if you like, make a few more

    extrusions to the base of the neck. You will most

    certainly nd more edge loops than you need so

    feel free to optimize the mesh as you like. You

    can use the mesh I provided with this tutorial to

    compare your result with mine. Lighter geometry

    will be much easier to unwrap and prepare for

    texturing, which is going to be our next step.

    When you have all your geometry in place, once

    again use the Sculpt Geometry tool and Soft

    Selection to evaluate the shape and proportions.

    number of polygons to the helix and the edge

    placement. Try not to add too many polygons at

    the beginning; keep it as simple as possible.

    Select all the polygons and extrude them

    twice; on the second time extrude with a

    slight offset. Now delete the polygons marked

    with red arrows from both shapes and all the

    polygons from the back, and then bridge the

    corresponding edges. Also add one more edge

    loop to slice the inner shape. For the last few

    steps, check Fig.05.

    Select the loop in the ear hole and extrude it a

    few times to shape that area. Using the same

    technique, extrude the outer edge border to

    shape the back of the ear.

    Now use the same strategy as we did for the

    face, reshape the existing geometry by using

    Soft Selection with the Move tool and Sculpt

    Geometry tools (Fig.06 07).

    Now unhide the head geometry, select the

    edge loop on the opening and extrude it twice

    to prepare the head for connecting with the ear.

    Select Average Vertices from the Mesh menu to

    smooth out the newly created shape. Place the

    ear in position and start to use Soft Selection

    with Move Transform to reshape the opening on

    the head to t the ear better. Combine the two

    objects into one mesh.

    Until the next tutorial, happy verts and polys!

    Anto JuricicWeb:http://anto-toni.cgsociety.org/gallery/

    Email:[email protected]

    http://anto-toni.cgsociety.org/gallery/mailto:[email protected]:[email protected]://anto-toni.cgsociety.org/gallery/
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    Character Production Chapter 03 Unwrapping

    www.3dtotal.com Chapter 03

    Chapter 03 UnwrappingSoftware used: Maya

    In the last two tutorials we have covered the

    creation of a head model, using some simple

    modeling techniques in Maya. So the next step

    is to prepare the model for texturing.

    The most common way is UV mapping, so

    before we start I will try to describe what UV

    mapping is. UV mapping or unwrapping is a way

    of representing a model in 2D space, so it can

    be used as coordinates that will correspond to

    the 3D version of the model.

    In other words its a model unfolded and

    attened onto 2D space. The simplest way to

    understand this concept is to imagine a simple

    paper box you want to unfold and atten onto

    a desktop (Fig.01). The same concept can be

    applied to geometry of almost any complexity.

    seams will show as discontinued texture edges,

    so the best approach is a good balance of both.

    Its also important to say that UV space is 1:1

    square ratio and in order to maximize texture

    space, its important to keep UV chunks or

    islands packed tightly and tted in that range.

    Standard UV space ranges from 0-1 in a U

    direction and 0-1 in a V direction, and its often

    referred to as 0-1 space (Fig.02).

    Every UV piece has to have its own space;

    no overlapping is allowed, except two or more

    pieces that are identical and destined to use

    same texture.

    In that space, U refers to horizontal coordinatesand V refers to vertical coordinates. In the same

    way 3D is described by X, Y and Z.

    With that being said, lets move on to

    unwrapping the head we previously

    modeled. The fact that we have built a model

    symmetrically will pay off through every step of

    creation, especially the process of laying out

    UVs. Therefore we dont need a symmetrical

    side of the head, and the rst step is to delete it.

    Once we have completed the UVs for one half of

    the head, we will mirror it over to the other side.

    There are a few rules that need to be followed

    during this process. To unfold any model, we

    have to make cuts, or rather seams, in order to

    produce less distortion on the attened model.

    More seams can often lead to less distortion,

    but the downside to that approach is that those

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    To make the cut, go to the Polygons menu in

    the UV Editor and choose the Cut UV Edges

    option. The ear UVs are now separated into two

    shells and to move the ear canal out of the way,

    select one polygon from that shell and press

    Select Shell, then Convert Selection to UVs.

    Now you can move the separated piece to the

    side (Fig.04).

    With the ear canal shell selected, go to the

    Tools menu and then select the Smooth UV

    tool. From there you will be presented with two

    on-screen menus, one called Unfold and the

    other called Relax. Both of these are smoothing

    options. My strategy is to apply Unfold, then

    Relax, in small increments until I get rid of all the

    overlapping.

    Along with geometry, UVs will be copied too and

    all thats left is to mirror the UVs and to stitch the

    two UV shells together.

    The second part of the plan is to separate some

    parts in UV space, like the ears and the mouth

    bag and unfold them separately. Keep in mind

    that models in UV space can be in as many

    pieces as necessary.

    Lets start with the ear. Select the polygons of

    the ear (Fig.03). The selected polygons are

    mostly facing planar to the side view and we will

    use planar projection as a starting point for this

    part.

    Go to the Create UVs menu and select Planar

    mapping to make an initial projection. To

    preview how your texture will be applied to these

    coordinates, lets apply a checker texture to this

    part.

    Make a simple blinn material and connect

    checker texture to color. Also, in a 2D placement

    node, make it repeat ve times. You can select

    unwrapped faces directly from the UV Editor and

    apply the material to the selection.

    As you can see, the squares on the checker are

    a bit stretched because initial planar projection

    has made the projection plane perfectly square.

    To x this, select UVs from the UV Editor and

    rescale it by simultaneously watching over a

    texture in a 3D view, until you make the checker

    texture on the ear almost perfectly square.

    Planar projection has done a pretty good job,

    except for a few areas that are overlapping or

    facing away from the projection, so the texture is

    stretched. So lets deal with those issues.

    First lets detach the ear canal and move it out

    of the way. In the UV Editor, select one edge

    inside the ear canal and from the Select menu

    press Convert Selection to UV Edge Loop. From

    now on the Select menu will be used frequently,

    so detach it to make it a oating menu.

    You can also move vertices in UV space

    one by one and help those two algorithms to

    better understand what you are up to. After

    unwrapping that part, rescale the shell to

    approximately the same texture space as the

    ear shell. In order to do so correctly, use 3D

    View to match the checker size on both shells.

    Now lets concentrate on the ear, which is the

    much more complicated part. In order to use the

    Unfold and Relax technique correctly, we need

    to make some unfolding by simply moving some

    vertices into the UV Editor. So lets start with

    that parts that are most obviously overlapping,

    such as the outer edge of the shell. To select

    the shell border, select one of the outer vertices

    and press Select Shell Border.

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    Apply planar projection also on this part as a

    starting point and apply a checker material also.

    Select UV Shell and apply the Unfold option all

    the way to the maximum. Use the UV Smudge

    tool to deal with any overlapping remaining

    (Fig.06).

    Repeat the same process for the geometry

    inside the nose and move the unwrapped parts

    out of the way. Now we are left with the main

    Deselect the inner border, since we will

    concentrate on the outer edges of the shell rst.

    To move selected points out of the way, we will

    use the UV Smudge tool, which is essentially amove brush with a nice falloff. Once you move

    these points to their own UV space, grow the

    selection once (Shift >) and repeat the same

    process again.

    Now lets deal with the rest of the overlapping

    vertices by selecting them in small groups and

    relaxing. Make sure to constantly monitor the

    behavior of the checker projection in 3D view, to

    prevent any major texture distortions (Fig.05).

    Since the ear is complicated in both topology

    and shape, making perfect distortion free

    coordinates is close to impossible and texture

    stretching is tolerable on this part, since most

    of its look in nal rendering will come from its

    shape and sub surface scattering shading.

    Once unwrapped, select both parts and move

    them out of the way to make room for the

    next piece. Now select all the polygons of the

    mouths interior and make sure that no polygons

    are selected that are visible from the outside.

    That way we will prevent any visible seams.

    part of the model. To easily select the remaining

    part, go to the UV Editor and select all the

    unwrapped pieces, then go to Edit and choose

    Invert Selection. With this area selected, go to

    the Create UVs menu and select Cylindrical

    Mapping.

    Since the shape of the head closely resembles

    a cylindrical shape, this is the best starting

    projection we can get.

    Here comes a tricky part. Because we have

    deleted half of the head its no longer fully

    cylindrical, but half of it. This issue can be easily

    xed by rotating and moving projection in 3D

    view by using a projection gizmo (Fig.07).

    Here is where the checker texture will be most

    valuable because we will constantly refer to

    it in a 3D view, while correcting distortion and

    overlapping in the UV Editor.

    Apply the checker texture to the whole model

    and resize the checker size by setting up more

    repetitions in a 2D texture placement node.

    Between 30 and 50 repetitions would be a

    good number of repetitions. Resize all the other

    unwrapped parts to roughly match the checker

    size with the head.

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    If you have done everything right by now your

    checker projection should look like this (Fig.08).

    As you can see there is some obvious stretching

    of texture in some places, so lets deal withthose major issues rst.

    Stretching in general occurs at places where

    the size of the polygons in the UV Editor doesnt

    match the size of the same polygons in 3D view.

    Our job is to make those differences as invisible

    and as minor as possible.

    Lets correct the most obvious part at the

    neck. Use the UV Smudge tool to space out

    overlapping vertices as much as possible, then

    select points in small groups of up to 10, and

    apply Unfold and Relax smoothing alternately.

    Repeat the process for all of the neck area until

    you remove most of the distortion. After that

    select all points in the neck area, except ones at

    the border, and repeat unwrapping and relaxing.

    Similar to the neck area, the top of the head

    will also have signicant distortion, but since its

    not going to be visible at all, dont spend much

    time on it. Just select the top vertices and apply

    Unfold smoothing.

    The next problematic area is the mouth, wherewe have some overlapping. The best approach

    to this area is to move the points one by one,

    since there are few of them.

    Here is what I came up with after applying the

    last few steps (Fig.09).

    Using a similar approach, relax the areas on the

    nose and eyes too. Detach the inner part of the

    eyelid, as its not going to be visible and it will be

    easier to unwrap the eye without that part. Try to

    maintain the shape of the eye in the UV Editor;

    it will be much easier to draw in 2D when you

    have them similarly shaped in both 2D and 3D.

    After completing UVs for half of the head, its

    time to mirror all this work to the other side.

    Before mirroring, align all the points at the

    middle of the head in the UV Editor, so they are

    aligned vertically.

    Go to the Mesh menu and select options for

    mirroring the geometry. Make sure that the

    Merge with the Original option is unchecked and

    Apply.

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    Select the vertices at the middle of the head and

    go to the Edit Mesh menu. From there select

    the Merge Vertices option and set Threshold to

    0.0010 and hit Apply.

    Now you have the whole head unwrapped and

    both of the sides are using the same UV space,

    which means that the texture applied to the one

    side will also be applied on the other side, but

    it will be mirrored. That can be good in some

    situations, like in game models, but for this

    purpose we will make both of the sides use their

    unique UV space (Fig.10).

    Using a 3D view, select one polygon from the

    mirrored side and in the UV Editor go to Select

    Shell. With the mirrored shell selected, choose

    Flip from the Polygons menu in the UV Editor

    and nally, from the Select menu, use Convert

    Selection To UVs. Now you have selected only

    UVs for the mirrored side and you can move that

    shell left to match the other side.

    Select edges at the center of the head in the

    UV Editor, and from the Polygons menu use

    Move and Saw UV Edges to stitch the two

    parts together (Fig.11). Also make sure to ip

    the shells for the ears, mouth interior and rest

    of the pieces. Stitching both sides together will

    produce some stretching at the line where both

    shells for the head are welded.

    Before packing all the parts into 0-1 space,

    invest some more time in relaxing those areas.

    The last step is to arrange all the shells to t in

    0-1 space nice and tightly.

    I hope you enjoyed this tutorial and Ill see you

    next time.

    Anto Juricic

    Web:http://anto-toni.cgsociety.org/gallery/

    Email:[email protected]

    http://anto-toni.cgsociety.org/gallery/mailto:[email protected]:[email protected]://anto-toni.cgsociety.org/gallery/
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    Character Production Chapter 04 Texturing and Shaders

    www.3dtotal.com Chapter 04

    Chapter 04 Texturingand ShadersSoftware used: Maya, ZBrush

    In the last tutorial we made all the necessary

    preparations for texturing, by unwrapping the

    model so that we have clean and readable UV

    coordinates. That way we can be sure all the

    details we draw in to texture will wrap around

    the model properly.

    The best way to start any texturing project is to

    conduct a good search for reference images.

    You can start with the well-known www.3d.sk

    reference site or just browse Google for some

    faces that you like. Sites like www.facity.com

    can provide you with hundreds of useful face

    images from all around the world. To use these

    references easily, compose a collage of your

    favorite images in one le.

    There are many ways to achieve believable

    surface details, but the most intuitive way for

    me is by sculpting surface details in ZBrush.

    Although we have nished modeling, shaping

    and even UV mapping, its never too late to

    review your model once again, so feel free to do

    so if you think it needs any improvements.

    I could share with you some standard ZBrush

    brushes I use on a daily basis, but lets see how

    you can make one all by yourself. In the next

    few steps I will describe how you can make a

    realistic skin pore brush, so lets jump to ZBrush.

    wrinkles and folds. Now would be a good time to

    study the references you gathered earlier.

    Loading images in Spotlight is the easiest way

    to use references side by side with the model.

    All you need to do is load the image using the

    Texture menu and press Add To Spotlight.

    Spotlight is very easy to use and all the options

    will be self-explanatory. Lastly, go to the brush

    settings and under the Samples tab, turn off

    Spotlight Projection.

    Now its time to load the object le exported

    from Maya. Go to the Tools menu and import it,

    then drop it onto the canvas and press T.

    In order to start adding details, we have to

    subdivide the model a few times to get a denser

    mesh. The dividing process tends to smooth

    the mesh signicantly and to prevent losing any

    mesh volume you must store a morph target

    before adding divisions. After achieving the

    wanted level of divisions, press Switch in the

    morph target tab to regain the original volume.

    The next task is to emphasize the shapes you

    already modeled in the mesh and add new

    shapes like skin fold and wrinkles. I like to use

    the ClayBuildup brush with alpha 48, and for

    ne wrinkles I use the same brush with the

    LazyMouse option.

    The best advice I can give you at this stage

    is to be patient and dont rush to the highest

    Make a new ZBrush document with a size of

    1024 x 1024.

    In ZBrush 3D meshes you will nd a simple

    polygonal plain. Drop it on to the canvas and

    press Make Polymesh 3D, then subdivide the

    plane six or seven times to ensure theyll be

    enough mesh density to receive pore details.

    From the Brush palette choose Standard brush.

    Change the stroke to spray, and pick alpha 47.

    Frame the model to ll in the canvas. You can

    frame in any spot on the plane or the entire

    plane, its up to you. Press Alt and swipe the

    whole visible area of the plane with this brush to

    make it look really noisy (Fig.01).

    Now go to the ZBrush Lightbox menu and from

    the brushes folder, scroll right to the Smooth

    brushes where you will nd the Smooth Peaks

    brush. Use the Smooth Peaks brush and swipe

    all over the noisy area once again. The surface

    that you achieve this way should look a lot like

    orange peel or cheek skin.

    In the Alpha menu, choose Grab Doc and save

    the captured alpha as a PSD le. The saved

    alpha image stores depth information and once

    loaded to the Standard brush with a rectangular

    stroke, it will be valuable in detailing the skin.

    Before applying all these high frequency details,

    lets concentrate on some larger forms, like

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    step up one division. The subdividing mesh will

    most certainly wash out some of the lines, so

    you will have to go over all the mesh and dene

    those details once again, by using the same

    techniques as before.

    As you can see by now, sculpting details is all

    about layering through subdivision and the best

    subdivision level, as long as your current level

    has enough resolution to describe your strokes.

    Also keep your eyes on the references. You

    dont have to invent new skin folds or wrinkle

    patterns nature has done it for you. All you

    have to do is to copy what you see. Observation

    is the key.

    Fig.02illustrates my result after half an hour of

    doodling with the ClayBuildup brush on the third

    subdivision.

    As you can see there are not any major changes

    to the volume of the model and all added details

    are a thin layer on the surface. The wrinkles

    you add at this stage will guide you through

    the rest of the process, so step up to the next

    subdivision and continue dening those details.

    Dont neglect any part of your model and make

    sure all your details are at the same stage of

    development on all areas of the model. You

    should have enough resolution at this time to

    start cutting in wrinkles and the best brush for

    that task is the Dam_Standard brush, an brush

    that pushes and pinches geometry at the same

    time. Fig.03illustrates detail cuts achieved with

    the Dam_Standard brush.

    All of these details so far are on the fourth

    subdivision and since I feel like the mesh

    resolution does not support any ner details, I

    advice I can give you is to stay cool and dont

    rush for the multimillion polygon count too soon.

    Now its time to use that skin pores alpha we

    prepared at the beginning of this tutorial and

    set up a pore brush. Select the Standard brush

    from the Brush palette and change the Stroke

    to DragRect. Go to the Alpha palette and import

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    add more variety by adding individual pores

    in some places. Its a good idea to keep these

    details on a layer in ZBrush, so if you at any

    point feel like your surface is looking too rough,

    the earlier prepared alpha. In the Alpha Modify

    menu change RF (Radial Fade) from 0 to 15

    and the pore brush is ready. As a last step,

    change the Smooth brush to Smooth Peaks.

    You can start adding pores at the fth

    subdivision level, with subtle Z Intensity (about

    10) and cover your entire model. Dragging the

    pore brush on the surface will give you direct

    control over the location and size of pores. You

    can also use it with Alt pressed to achieve the

    opposite effect. If you feel like youve overdone

    it on some areas, use the Smooth Peaks brush.

    Fig.04shows my result on the fth subdivision.

    For the nal detail, divide the geometry once

    more to get a nal, sixth level of subdivision

    with approx 3-4 million polygons. You can go for

    an even higher poly count if you have enough

    RAM, but since the nal goal is to project all

    these details on 4096 x 4096 Displacement and

    Normal map textures, I am sure those extra

    details will not show up on a 4K texture.

    Proceed with adding skin pores on level six,

    using same technique as before. You can even

    you can come back, adjust the layer opacity

    and generate a new Displacement or Normal

    map. Keep in mind that once rendered with the

    subsurface scattering shader, most of the high

    frequency details will get washed out, so dont

    be afraid to make those details a bit stronger

    than you perceive them, by looking at some

    photos of faces.

    Fig.05illustrates the nal detail level on the

    sixth subdivision.

    Finally its time to transfer all of this hard work

    into a Displacement and Normal map. We will

    use both maps as a guide for texture painting in

    Photoshop and we will also extract some details

    out of both maps and use them in a mixture with

    other color layers.

    To generate a Displacement map, rst you have

    to go to the rst subdivision level. The next step

    is to choose the image size under the UV Map

    tab the 4096 preset should be enough for this

    tutorial.

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    Go to the Displacement map tab and apply

    the following settings: Adaptive, Smooth UV,

    and DPSubPix 2. Press Create Displacement

    and once its created press Clone Disp and

    save it from the Alpha menu as a TIF le. The

    generated map will be vertically ipped and you

    can ip it right away from the Alpha menu or in

    Photoshop.

    Go to the Normal map tab and create normals

    with the following settings: Tangent, Adaptive,

    Smooth UV and SNormals. Export the Normal

    map in a similar way as the Displacement.

    Generating maps with these settings can take

    some time to render, so it can be a great time to

    take a break.

    Before you export the geometry too, you can

    use the Move brush to break up the symmetry

    or make some facial expressions.

    Now lets move to Photoshop to draw a Color

    map. Open a new document, with a size of 4096

    x 4096 pixels. I usually start with a big chunk of

    skin taken from a photographic reference. On

    top of that, add the Displacement map. With

    the displacement layer selected go to the Filter

    menu > Other > High Pass. Set the High Pass

    radius to 10 pixels.

    Change the blending mode for the displacement

    layer to Linear Light. Now we have darkened

    cavities and have also laid down the road map

    for the rest of the texture. To make this layer

    blend more naturally with the skin, use Curves

    adjustment and change the parameters on the

    red channel only, as illustrated in Fig.06.

    Lets add some ne details we are going to

    extract from the Normal map. Open the Normal

    map as a separate le, go to Channels and

    select the green channel only. Press Ctrl + A to

    select all the pixels from that channel and copy

    them. Now go to the texture le and paste to a

    new layer. Lets repeat the same process with

    the High Pass, but this time set the radius to 2

    pixels.

    Overlay this layer in Soft Light blending mode.

    This will be a base for a color texture, so before

    moving on to other layers, group these layers

    together.

    Here is a quick setup method for making a

    spray color brush for adding skin variation and

    blemishes. Press F5 to get to the Brush Setup

    menu and under Brush Tip Shape, choose a

    5 pixels dot and adjust Spacing to 50%. Next

    check the Shape Dynamics and set the following

    parameters: Size Jitter to 100%, Minimum

    Diameter to 10%, Angle and Roundness Jitter to

    100% and Minimum Roundness to 50%.

    Now move to the Scatter options and set Scatter

    to 1000%, Count to 2 and Count Jitter to 50%.

    Once again its time to pull out some of those

    gathered references and start spraying some

    variation over the skin.

    I like to start with the red color and spray it all

    over the place, and later concentrate one more

    pass on the areas like the cheeks and nose.

    Repeat the same process with a white color

    on a separate layer. After adding some white

    pigmentation, open a new layer and do the

    same with a blue color, but more subtle and on

    localized areas like under the eye area, nose

    and cheeks.

    After you nish all these color variations you can

    atten the noise layers and apply a Gaussian

    Blur with 0,3 px radius to make it look more

    softened. See Fig.07for a small patch of the

    skin texture achieved this way.

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    At this point its a good idea to check the texture

    on the model, so go to Maya, load the model

    and assign a Blinn material to it. Load the Blinn

    material with the PSD color texture and Normal

    map to have a better representation of your

    texture in Mayas viewport. Fig.08shows how

    your model and texture should look in the Maya

    viewport.

    Keep on coloring the texture with more color

    variations, skin blemishes and spots. Once you

    are satised with the result, add a color balance

    on top so you can control the overall skin tone.

    Now we have all the necessary assets for

    setting up realistic skin shading in Maya using

    the V-Ray render and its powerful SS2 shader.

    First we have to make some lighting, properly

    set up the Displacement map, make a new

    Maya scene, load a base model exported from

    ZBrush and apply a V-Ray material. Lets set up

    a three-point lighting scheme by adding three

    V-Ray lights: one key, one ll and one back

    light. Use the V-Ray rectangular light and place

    them as shown in Fig.09. To see an almost

    instant effect of your lighting, use the V-Ray RT

    engine.

    To set up a displacement for the mesh, select

    the object, go to the Attribute Editor and from

    the V-Ray menu use the Subdivision option. The

    rst thing you will notice if you make a render at

    this time is that the model renders smoothly.

    Go to your Shading Group Attributes of the

    V-Ray material applied to the model and

    connect the displacement node to Displacement

    Mat. Load the Displacement map you earlier

    exported from ZBrush. In the File attributes of

    the loaded map, set Filter Type to Off to avoid

    any image processing and loss of details. Now

    go to the Color Balance, set the Alpha Offset to

    -0, 5 and check Alpha is Luminance.

    Now you can make a test render. The reason I

    am doing this with a V-Ray material instead of a

    SS2 material is because subsurface scattering

    tends to soften details, so it would be hard to

    make the right decision on the displacement

    strength. If you feel like you should have a

    stronger displacement, amp the Alpha Gain

    number and make sure that Alpha Offset is

    always negative half of that number. See Fig.10

    for my result after applying displacement.

    Now, when we have a proper displacement

    setup, lets apply the Fast SSS2 shader to the

    model and drop the same displacement in the

    Displacement Mat. slot of this material. V-Ray

    Fast SSS2 is really easy to set up and it has

    already prepared presets for a few different

    subsurface models like skin, milk, marble and

    so on. For our purpose the skin preset will work

    perfectly and the rst thing you should do is set

    the Prepass rate to 1 and load the Color map to

    Sub-surface Color.

    You can also plug in a grayscale map to control

    the specular reection and glossiness. You

    can also use the V-Ray Texture Input Gamma

    attribute. For an in-depth look at the material

    parameters, refer to Fig.11.

    That would be all for this tutorial and I hope you

    have enjoyed it.

    Anto JuricicWeb:http://anto-toni.cgsociety.org/gallery/

    Email:[email protected]

    http://anto-toni.cgsociety.org/gallery/mailto:[email protected]:[email protected]://anto-toni.cgsociety.org/gallery/
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    Character Production Chapter 05 Hair and Clothing

    www.3dtotal.com Chapter 05

    Chapter 05 Hair andClothingSoftware used: Maya, ZBrush

    In this fth tutorial, we will look at some poly

    modeling techniques, very similar to ones we

    have used to block out the basic head shape,

    but this time well model some cloth for our

    character.

    After that, to nally complete all the assets for

    this work, well add some hairs to the characters

    head using a few different techniques such as

    Paint Effects and Maya Fur.

    Lets start with blocking out a basic shape for

    the shirt.

    As opposed to the edge extrusion method we

    used on the head, now well use box modeling.

    Instead of gradually building up a volume box,

    modeling usually starts with the volume. So

    to reshape the model until it looks similar to

    what is shown in Fig.02.

    If you like to use a more intuitive way for

    reshaping, I strongly recommend that you

    download the Diamant Modeling plugin by the

    very talented Richard Scott Diamant. Besides a

    handful of amazing features, you will nd a grab

    brush similar to one you can use in Mudbox.

    Delete six faces next to the shoulder area to

    prepare some room for adding a sleeve. Add

    one more edge loop between the shoulder and

    collar area. Select the sleeves opening loops

    and make one extrusion. Use the Average

    Vertices function from the Mesh menu to

    smooth the newly created geometry. Again, use

    Soft Select transform to reshape the geometry.

    At this point you can duplicate this part of the

    geometry and save it as a starting point mesh

    for the vest, which well concentrate on after

    the shirt. The last few steps are illustrated in a

    Fig.03.

    lets start with a simple polygonal cube, roughly

    shaped to the volume of the characters torso,

    as illustrated in Fig.01.

    Split each face by adding a vertical and

    horizontal edge loop to one of the faces, and

    delete the top and bottom faces. Select the

    open edge loop on top and extrude to form a

    loop of faces around the neck. With this basic

    shape blocked out its time to add some more

    geometry. Go to the Mesh menu and choose the

    Smooth option to divide the geometry once and

    smooth the shape. After that use Soft Selection

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    Add a loop around the collar and the middle of

    the shirt, as illustrated in Fig.04, and extrude the

    sleeve from the opening that we prepared for it

    earlier. Mirror the geometry to the other side andweld the vertices on the back of the shirt. Use

    the Soft Selection transform to overlap one side

    of the shirt over the other.

    Next select all the faces and use the Extrude

    function to add a thickness to the shirt. Then

    delete all the inside faces that are not going to

    be visible.

    Now lets prepare the geometry for the collar.

    Select the loops on the faces surrounding the

    neck area and duplicate the faces. See Fig.04

    for a step-by-step illustration.

    Select the edge loop from the upper side of

    the new geometry and extrude once out on

    the X and Z axis. Reposition the extruded

    edges to roughly shape out the collar shape.

    Add a couple more edge loops to even out the

    geometry distribution and reshape the geometry

    to the nal collar shape.

    When we have a basic shirt shape modeled, it

    is time to add some detail to the cloth seams.

    Before going into detailing, add edge loops

    to the collar and shirt edges to strengthen

    the edges, then add appropriate loops in the

    shoulders to add seams, as shown in Fig.05.

    Now when we have got all the geometry in place

    its pretty easy to ne-tune the overall shape and

    add more details.

    After unwrapping this model I have separated

    the sleeves from the shirt to get a more

    pronounced seam. To make the shirt look more

    natural, add a few more divisions to the mesh

    with the Smooth function from the Mesh menu,

    and use Mayas sculpting tools to add a few

    wrinkles. You can see my nal shirt in Fig.06.

    To start with the vest, lets get back to the basic

    shirt model and reshape it to roughly the shape

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    of the vest with the V opening. Note the marked

    polygons in Fig.07, which are important for

    adding seams to the vest.

    If you have successfully nished the shirt

    part you wont have any trouble with the vest,

    because its pretty much the same in terms

    of modeling techniques. After blocking out a

    basic shape, add thickness to the geometry

    and delete all the unnecessary faces. Add edge

    loops at the seams and open areas to sharpen

    up the details.

    Dont forget to unwrap the model before moving

    on to the sculpting, where you will add some

    looseness to the model to make it look more

    natural, as Ive done in Fig.08.

    Finally, we reach the last piece of the clothes

    the cap. This part will be straightforward

    because of its very simple shape. To start

    with, make a simple box and apply the Smooth

    function to add two more subdivisions. With this

    method you will get a poly sphere and you need

    to delete the bottom half. After that place the

    newly created cap shape on the models head

    and reshape it to t properly. These few steps

    are illustrated in Fig.09.

    After adding a few loops and reshaping to a nal

    shape, Ive come up with the result shown in

    Fig.10.

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    In the second part of this tutorial, we will

    concentrate on making facial hair using several

    different techniques available in Maya and

    V-Ray. Lets start with Paint Effects, which welluse to make the brows and hair. Paint Effects

    is a very powerful system that will enable us, in

    this case, to grow geometry instances on top of

    the polygonal surface and much more.

    We will start with the brows. You can choose

    Paint Effects either from the Shelf menu or from

    the Rendering sub-menu > Paint Effects. Select

    your head mesh and from the Paint Effects

    menu, choose Make Paintable. Now all strokes

    that we apply to the mesh will be snapped on

    the surface. Choose Get Brush from the Paint

    Effects menu, and from the Hairs folder choose

    EyeBrowBlack preset.

    This preset will serve as a good starting point,

    so make a stroke in the shape of the brow on

    the surface to generate the eyebrow. As you can

    see from this rst stroke, the brow doesnt look

    like something that would t the size and type of

    our character so lets do some tuning.

    Go to the attributes of the created stroke called

    eyeBrowBlack1 and lets start with the Scale

    attribute. Ive found that a scale of 4, 5 works

    ne for me as a starting point. Now move down

    to the Tubes menu and under the Creation

    options adjust Tubes Per Step to control the

    number of hairs generated on the stroke. I have

    set mine to 0, 7, which is quite a small number

    of hairs, but it will get much denser and more

    natural once I apply multiple strokes. The next

    parameter is Segments, which controls the

    number of segments along each hair. The more

    segments you have, the more sensitive the hair

    will get to displacement and deformations, which

    well address later.

    The next one is the hair length. Default values

    are looking ne to me in this case, but you can

    play with those to get any desired results. This

    is the same with the Tube Width 1 and 2, which

    stands for the root and the tip width. Values of

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    Character Production Chapter 05 Hair and Clothing

    www.3dtotal.com Chapter 05

    0.004 and 0.003 work ne for me. Now lets play

    with some displacement.

    There are quite a few options there, but I wouldlike to keep it as simple as possible so I will

    only use the bend parameter for the sake of

    this tutorial. Feel free to experiment and maybe

    youll get more interesting results.

    I have set Bend to - 0.500 and Bend Bias to

    -0.300. It would be a good idea to save this

    preset at this time, so go to Presets in the

    Attribute Editor and save the brush preset. To

    apply this setting to every stroke you are going

    to make, choose Get Setting from Selected

    Stroke from the Paint Effects menu.

    Now you are ready to make some brows, you

    can delete that starting point stroke and apply

    several new ones to make it look really natural.

    You can also adjust all settings individually to

    each stroke you make. You can use the same

    brush to make some hairs in the nostrils and ear

    hole. Every stroke has its own material and to

    use V-Ray materials you have to convert thosestrokes to polygons from the Modify > Convert

    menu. Now you can apply different V-Ray

    materials to each stroke. Later on we will deal

    with the shading of hairs. You can see my result

    in Fig.11.

    We will use the same technique for the hair, but

    this time we will use a brow preset as a starting

    point. First change the brush with the parameter

    to a higher value, because it will be much easier

    to generate hair with the wide stroke. I set my

    value to 0.500. After that move down to the

    Creation menu and adjust the hair length. I am

    going for a more bushy hair style, so Ill set mine

    to 1 for the max and 0.500 for the min length.

    Ill also add a few more Tubes per step; a value

    of 5.000 works ne for me. The last thing Ill

    address is the Displacement menu, where Ill

    play with some noise and wiggle options. Note

    that since the hair is now much longer, you will

    also need to increase the number of segments.

    Once you are satised with your settings, dont

    forget to save out the preset. Youre now ready

    to lay down a couple of strokes to populate the

    hair area, as I did in Fig.12. You can use the

    same approach to generate hairs for the beard.

    That would be all for this tutorial, I hope you

    found it useful and enjoyed it. In the next and

    nal tutorial we will polish the whole scene and

    try some different lighting techniques.

    Anto JuricicWeb:http://anto-toni.cgsociety.org/gallery/

    Email:[email protected]

    http://anto-toni.cgsociety.org/gallery/mailto:[email protected]:[email protected]://anto-toni.cgsociety.org/gallery/
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    http://www.3dcreativemag.com/tutorial_resources/issue_085_sep_2012/tutorial_04_maya.zip
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    Character Production Chapter 06 Rendering and Lighting

    www.3dtotal.com Chapter 06

    Chapter 06 Renderingand LightingSoftware used: Maya, ZBrush

    In this sixth and nal chapter of the series, we

    will put together everything weve done so far

    in a nice and realistic render. Unfortunately we

    didnt have room to cover every single step in

    the process, but the things I chose to leave

    out are more or less self-explanatory, like the

    texturing of the clothes and modeling eyelashes.

    Once you explore the downloadable content

    from this tutorial any missing parts will t in to

    place. So without further a do, lets move on to

    the assembling of the nal scene.

    Instead of recreating the image you can see at

    the beginning of every tutorial, this time I will use

    the actual scene to describe the rendering and

    lighting process.

    The good thing is that the content that you

    can download with this tutorial will give you an

    identical result to my nal image. You can use

    it to follow this tutorial or as a scene preset for

    your own character. You will nd some slight

    differences in the scene assets, but that will not

    affect the course of this tutorial.

    Over years of work, Ive found that the strategy

    that works best for me is to start with lighting a

    gray-shaded model, because its much easier

    to read shape without all different colors and

    strongly encourage you to try a few other HDRis

    as well.

    At the top of the lights attributes you will nd a

    small box named Sample, which will show you

    the approximation of the lights color intensity

    and you can use it for setting up the initial

    intensity for this light.

    Once you load such an image into the dome

    light, Maya will automatically create an image

    placement node, where you can make some

    additional settings, such as rotating a light or

    choosing a type of mapping.

    A Rotation setting of 126.00 units and Intensity

    of 0.800 works ne for me and you can see my

    rst render with this setup in Fig.01.

    To gain more control of your lighting, you can

    experiment further with the light probe dynamic

    range by shifting settings like Alpha Offset and

    Alpha Gain. In Fig.01an Alpha Offset of 0,500

    gave me the best result. Image-based lighting

    does not have to stand all by itself; you can

    always add some additional lights to better

    frame your character.

    In Fig.02you can see another example of the

    image-based lighting; this time Ive used an

    image probe called campus probe, which is an

    image of an outdoor scene with a little bit of low

    sunlight and a yellowish color tint on the side.

    materials. Once I am satised with the result,

    I will make it more interesting with different

    materials and textures.

    Load all the assets you made so far for this

    scene and assign a new V-Ray material to

    all objects. Leave the material on its default

    settings and name it something like test

    material. This would be a great opportunity for

    you to use the V-Ray RT render, which will give

    you almost instant feedback.

    For the easiest setup and most realistic result

    Ive decided to use IBL (image based lighting).

    V-Ray can utilize IBL in a couple of different

    ways, but the easiest to set up is a dome light,

    which is an innite big light that surrounds

    everything in your scene. The default dome light

    is white in color, which is a great way for adding

    ambient light to your renders. Instead of a clean

    white light we will color the light with a HDR

    image. The effect of using light in this way will

    result in very realistic environment lighting.

    From the Create menu choose Lights and

    create a V_Ray_Dome_light. Under the light

    shape attributes scroll down to Texture menu

    and upload a HDR image. For this example Im

    using the kitchen_probe HDR image, which I

    downloaded for free from www.pauldebevec.

    com/Probes/. You will nd there are many other

    examples of so-called light probes that also

    work well with this or any other scene, and I

    http://www.pauldebevec.com/Probes/http://www.pauldebevec.com/Probes/http://www.pauldebevec.com/Probes/http://www.pauldebevec.com/Probes/
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    Chapter 06 Rendering and LightingCharacter Production

    www.3dtotal.com Chapter 06

    simple rules, its quite easy to do the surface

    details by repeating a weaving pattern across

    the whole mesh without actual additional texture

    painting.

    As you can see you can get some really

    interesting results with image-based lighting and

    change complete scene lighting with one le.

    Since dome light emits from all sides aroundyour model, it almost looks like the scene has

    been lit with global illumination techniques,

    adding a great sense of realism to the render.

    Another good way of lighting your scene is with

    another type of light, such as V-Ray rect. lights.

    For the next example I will construct a basic

    studio lighting setup, arranged with four V-Ray

    rectangular lights. I will have two key lights (one

    for each side of the face, placed on the left and

    right), one ll light in front to lighten up dark

    areas and a rim light for the back to give the

    character some outline for better framing.

    You can see the placement and colors of the

    lights illustrated in Fig.03.

    Just by tweaking the intensity you can get a few

    different and interesting results, as shown in

    Fig.04. Another good idea would be to parent

    all light to a locator placed at the center of the

    scene. By rotating a locator on a Y axis you will

    be able to rotate the whole light rig around the

    model.

    Now, when you have your favorite light setup

    blocked, its time to turn our attention to

    materials. Since we have already covered skin

    material shading in one of the previous chapters,

    lets say a couple of words about shading the

    clothes.

    All of the cloth pieces have some sort of

    repeating pattern and naturally those patterns

    are placed from seam to seam. To achieve

    that kind of look with a small repeating pattern,

    its essential to model cloth with the topology

    following those seams.

    Another important step in the process is to make

    cuts in the UV shells along the seams. Once you

    have constructed the clothes following those

    You can see how a few simple seamless

    patterns repeated across the whole vest work in

    Fig.05. The same process can also be applied

    to the cap.

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    Character Production Chapter 06 Rendering and Lighting

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    To set up the V-Ray fur, select the object you

    wish to grow fur from and go to Create > V-Ray

    and Add VrayFur to your selection. You will

    instantly get feedback of the created fur in the

    viewport and can quickly set up a desired look.

    Note that V-Ray fur will inherit material from

    its base surface. If you want to have V-Ray

    fur with different materials you can copy the

    object, assign it to the other material and turn

    off the objects visibility in the shape node

    object display. Fig.07illustrates the detailed cap

    surface with V-Ray fur.

    Another important part of achieving a realistic

    CG model is the creation of the characters

    Further cloth realism is achieved with the

    addition of some surface hairs. To make this

    process as simple as possible I will work with

    Maya Fur, which comes with some presets that

    can be used as a starting point. After making

    a few changes to the selected preset, I render

    hairs with the Maya software renderer on a

    cloth model with a black surface shader. Maya

    Fur renders extremely fast with the software

    render, and after less than three minutes I have

    a fur pass to composite over a beautiful render

    (Fig.06).

    You can also experiment with V-Ray fur, which

    is also great and very easy to set up.

    eyes. There are a couple of important things

    worth mentioning when it comes to eye creation.

    An eye model can be constructed out of many

    parts if you are going for an anatomically correct

    model, but the easiest way would be to use two

    models, one for the outer transparent layer with

    the cornea and another for the layer with the iris

    and sclera. These separated models are shown

    in Fig.08.

    The inner part should be shaded with

    subsurface scattering and the outer part with a

    fully transparent material with the index of the

    refraction set to 1.3 or more.

    After assembling everything together, the last

    thing to do is to set up a render resolution and

    sampling.

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    Chapter 06 Rendering and LightingCharacter Production

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    Note that more image resolution requires less

    precise image sampling. V-Ray offers us three

    types of image sampling: Fixed, Adaptive

    Subdivision and Adaptive DMC. Image sampling

    could be a whole tutorial in itself, so lets skip

    the complicated stuff and cut to the basics.

    I often use the Adaptive DMC method because

    it works best with the small details, like hairs or

    skin pores, which are important for achieving

    a realistic image. If you are using low samples

    you will have probably lost many ne details you

    sculpted in your models face, so you have to

    use xed or low adaptive subdivision; only for

    testing or if you are rendering a big resolution.

    If you are going for a 1080 px video render or

    similar resolutions I would denitely recommend

    DMC with minimum 1 and maximum 6 samples.

    You can see a couple of frames captured from

    the turntable video in Fig.09 10.

    Threshold parameter also plays a big role in

    image sampling and you will get more precision

    and less noise with a lower threshold.

    If you are rendering big resolution stills, like

    3000 px or above, you can probably get away

    with default V-Ray settings, but I would denitely

    recommend using a DMC for those who are

    looking for more details and have enough

    rendering power.

    If you encounter a long rendering hang, make

    sure to increase the Dynamic Memory limit to

    more than its default 500 MB.

    If you are looking for some more control over

    your renderings, make sure to explore V-Rays

    Render Elements, which will provide you with

    the ability to render different passes like Diffuse,

    Reections, SSS and so on.

    After you render all the necessary passes you

    still have some room for improvement in post-

    processing. One of the most obvious additions

    in post-processing is a background and its

    very important to match the background with

    the lighting. If you have used an image to light

    your character, then you could use the same

    image as the back plate to perfectly match the

    background with the lighting mood.

    Also using the same color correction

    adjustments for both the character and the

    background will help you to marry the two

    elements together better.

    I hope you have enjoyed these tutorials and that

    you will nd them useful for your future realistic

    portrait creations. Thanks for reading!

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    Anto JuricicWeb:http://anto-toni.cgsociety.org/gallery/

    Email:[email protected]

    http://anto-toni.cgsociety.org/gallery/mailto:[email protected]:[email protected]://anto-toni.cgsociety.org/gallery/
  • 5/25/2018 3DTotal.com Ltd. - Character Production in Maya (2013)

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    Even some of the most modern forms of art are inuenced by traditional techniques, methods and styles. With

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    Original Author: 3DTotal.com Ltd |Platform: ZBrush | Format:DOWNLOAD ONLY PDF | Pages: 30

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    Creating cartoon animals is a great starting point for anyone who is thinking about having a go at 3D. Cartoon

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    Original Author: 3DTotal.com Ltd |Platform: 3DS Max & ZBrush | Format:DOWNLOAD ONLY PDF | Pages: 52

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