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Jumat, 24 Januari 2014

Making Of 'Cool Guy'

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Introduction

Hello everyone! I'm Ricardo Jost and I work as a character animator and CG artists. I live in Brazil, where I was born, and I'd like to share the creation process behind my recent personal work: "Cool Guy".

Inspiration & References

For my artistic development, I always want to piece together cartoon forms of expression, with realistic aspects that could convince human eyes. An opportunity to do this came when I was modeling a cartoon face with a poly-by-poly method for my course. The face was very narrow with big eyes and without a chin. Then, taking my inspiration from artists like Antropus - especially the work at the beginning of his career - and films like Shrek, I decided to produce a still (Fig.01).

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Fig. 01

The idea for the still image was to reproduce a photo session of a guy - to create a portrait. The conceptwas that he would be a charismatic nerd, and be very excited about the photo session. It would be two pictures of him in two contrasting moments: in the first moment he doesn't know that he is being photographed, and in the other he is really posing for the shot.

With this concept in my mind, I looked for some references on the internet and at stock photos. After finding a couple of interesting photos, I decided to do a freckled face with gingery-brown hair (Fig.02).

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Fig. 02

Modeling / Sculpting

I started modeling the face in XSI. By the way, in my opinion XSI is a wonderful piece of software for organic modeling because of its practical tools (Fig.03).

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Fig. 03

The method is used was poly-by-poly. After the symmetrical model was done, I made the shape of him smiling (Fig.04). Next I brought the model into 3ds Max and opened the UV Map there.

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Fig. 04

In 3ds Max, I modeled the turtle neck sweater. It was basic modeling from a Lathe Modifier and a FFD Modifier applied to fit onto the neck (Fig.05). For the stripes, I used a displacement map that I drew in Photoshop according to the photo texture, and a bump map to make the details of the fabric (Fig.06). A good reference for this process is Viki Yeo's "Young Girl" Making Of. (Click here to view young girl making of.)

Photoshop-for-3D-Artist


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Fig. 05

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Fig. 06
In this step, I made some basic hair just to have an idea of what it would look like and to compose the scene (Fig.07).

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Fig. 07

With the face's UVs done, I exported the model as an .obj into ZBrush. There I sculpted details like the wrinkles of the facial expression and skin pores (Fig.08). For this I used many anatomy references from myself and also some photos.

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Fig. 08

Normal Map / Textures

Generating a normal map was a challenge because it's hard to export minimum details. So I used to ZMapper tool to merge the generated map from ZBrush with the normal map from Xnormal. It's a 4k map resolution (Fig.09).

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Fig. 09

With the normal map and UV template done, I started doing the diffuse map of the face. I used brushes to paint from the base color to the freckles. I did it this way because I didn't have a high reference for the character and he wasn't a specific person. I just used some photos to make some textures for things like cells and pimples (Fig.10). But the overall face design was done from a desaturated normal map layer with the Linear Burn effect over a skin color layer (Fig.11).

Beginners_Guide_to_ZBrush


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Fig. 10

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Fig. 11
 

Lighting & Shading

Once the basic textures were done, I applied SSS Fast Skin Material and started making the lighting. I positioned the lights according to the HDRI that I used for the reflection (Fig.12).

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Fig. 12

From that basic illumination, I put more fill lights into the scene (Fig.13).

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Fig. 13

During this process I made many render tests while I was making the skin textures (Epidermal, Back Surface and Specular) and adjusting the lights (Fig.14).

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Fig. 14

Hair

Once I'd finished the lighting, it was time to create the final hairstyle and render the scene. I used the Hair & Fur application in 3ds Max to create it. I applied the modifier on the head of selected polygons and then I styled the hair by cutting and brushing it. The hair tools are very good to use, it's just a delicate process to get the right result (Fig.15).

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Fig. 15

Banner

I used Hair & Fur again to create fur on the turtle neck sweater and to make the eyebrows. These were easier to create than the head's hair (Fig.16).

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Fig. 16

Lighting the hair was done in a separate file. I only used two lights for hair because it was sufficient to provide a good render with a less rendering time.


Render & Composition

As mentioned earlier the hair and the bust were done separately, and the renders were different from each other. For the bust render I used mental ray because it's better for skin materials and indirect illumination, and for the hair I used Scanline because it works better with hair (Fig.17).

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Fig. 17

The passes were composed in Photoshop, and there I made lots of color adjustments and used some brushes to correct the shadows (Fig.18).

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Fig. 18

Cedric_Seaut_Character_Modeling


For the background I wasn't really sure what I wanted to do. In the beginning, the idea was a flat background like in a photography studio. But during the process I changed my mind to use a photo of an internal room, like the reflection that I used. In the end, when I already had the passes I was composing, I realized that using a red flat background would be better. It's good because the red color complements the green of his sweater and eyes.

To help merge the render with the new background, I used the Blending Effect > Inner Glow option with red color on the character layer.

And here is the final image (Fig.19).

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Fig. 19

I hope you enjoyed this Making Of. Thanks to 3DTotal for this opportunity and everyone who helped me with this character. Thank you for reading!


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