Fig.04
After
the UVs were done I went back to ZBrush to refine the model and add
the details. At this stage I also built the base mesh for the astronaut
suit in Max so I could bring it into ZBrush along with the head and
torso. Once I had all the elements in ZBrush, I could think about the
final composition as I began adding details ( Fig.05).
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Fig.05
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Now that I
had all the props in the scene in ZBrush, I made some groups for the
face and some for the clothes, so it would be easier to hide the parts I
wasn’t working on.
I started to add wrinkles on
the face using the Standard brush along with two Alpha brushes I made
myself, from two of the great bump maps from 3DTotal’s V04:R2 – Total Textures “Humans & Creatures”
DVD I’ve used those two textures on lots of models, especially for
aged characters. They are great for adding wrinkles around the eyes and
on the forehead (Fig.06). |
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Fig.06
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For the
details on the clothes I first painted the textures in Photoshop, and
then came back to ZBrush, extracted an alpha texture from the color map
– you can do this simply by going to Mask and selecting Mask By
Intensity – and inflated the unmasked surfaces. I also added some
stitches on the clothes with the ZBrush Stitch brush so I could have
them on the normal map too, not just on the color and bump (Fig.07). |
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Fig.07
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For the
face and skin texture I started as I usually do, by creating a base
layer. This time I used two 3DTotal skin textures, which were blended
together and then I added a new layer to control the Hue/Saturation.
This step is really good because it lets you easily change and preview
the skin tone, before you get into the detail (Fig.08).
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Fig.08
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So, having
the base layer done, I went back to ZBrush for another fun part: the
polypainting. I like to mix polypainting with photo texturing, so I can
constantly tweak both aspects.
I started the
painting by adding some landmarks with row colors and then adding a
smooth layer with the base color. After this step I exported the
texture through Zapplink to Photoshop, where I used some photo reference
textures to add detail to the most important parts of the face.
For the eye texture I used a texture called “Eye 07” from the V04:R2 – Total Textures “Humans & Creatures” DVD,
which fitted the character really well. I've discovered lately that
there is a great .PSD file on this 3DTotal CD called “Human Eye Maker”,
which is great as it has all the layers separated and they are easy to
tweak ( Fig.09).
When I did the
astronaut costume, I decided to move away from the reference a bit by
changing the color. An orange suit would be too common for Mr Spock, as
everyone knows him for wearing blue. So I found some great textures on
V02:R2 – Total Textures “Aged & Stressed that fitted perfectly on the base blue layer ( Fig.10).
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Fig.09
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Fig.10
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Starting from the
Skin Color Texture I painted the necessary textures for the skin shader
in Photoshop. As I was rendering with VRay, I had to have the color
map, a reflection map, a sub surface scattering map (sss) and an
additional bump map, to help the normal map generated with ZBrush (Fig.11).
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Fig.11
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You can see the skin shader settings in Fig.12. |
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Fig.12
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For
rendering I used VRay, and turned on Global Illumination. I also added
an HDR image on the Environment map. You can see the setting of both in Fig.13. |
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Fig.13
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For the
lighting I did some render test. Some were just for the skin and some
with the cloth beneath the astronaut costume, so I could see how each
shader was affected.
The final light
rig came out like this: I used three VRay planar lights as soft lights
(or diffuse lights), then I added three targeted spot lights as key
lights for better contrast and definition. I found that the eyes weren’t
getting enough light so I had to add a little spot light, which
excluded the other objects in the scene, and just lit the eyes. It
turned out to be a pretty complex light rig with lots of tweaks along
the way, but it was effective for this scene. I’d probably do it much
more simply today, but it was pretty ok for this scene (Fig.14).
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Fig.14
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I rendered
just one color/light pass for this image and one occlusion pass. I also
rendered the hair from the eyebrows on another pass, just to be sure
that the renders wouldn’t crash.
I composited everything in Photoshop and just added a few color correction layers before the final image was done (Fig.15). |
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Fig.15
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And here is the final image (Fig.16)! |
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Fig.16
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Firstly I
must thank 3DTotal for the great textures CDs they’ve made, which helped
me a lot in the process of creating this image. I hope you found this
Making Of helpful and enjoyed reading it!
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