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Sorry that we skipped the model for now Digital Choi Material developmentThis project from it's creation was intended to push my limits to the max. While this was easy for things like dynamics and rigging, thinking up complex material types to deal with is still a bit of a challenge. Design of the materials hinged mainly off deciding on a pipeline, the process I intended to use to get my character from being a simple model all the way to a production ready character, the choice for me as far as materials were concerned was to render using mental Ray. After locking this decision down I could start designing materials that would work with this rendering package and add the most to my character. the following page will go over creating the subsurface shader for the head, building the complex network of belts and straps to cover the upper body, and working on a complex blinn layered shader for the pants.
skin and eyes: subsurface scattering
The skin of Digital Choi has been the longest development cycle of anything I've probably ever made. I started texturing the head shortly before I won the bet last year at this time, and while I took a break from the character, I was looking forward to pushing him to the next level. Deciding to use the subsurface shader was probably the best decision I could have made, the control is amazing. and while it requires a whole lot of tweaking not only of the numbers in the attribute window, but also a lot of adjusting levels in photoshop. to the right is a screen shot of the attributes I set for my face. What you can't see here is that the shader is setup to a light map that I have saved in my data folder as sss-lightmap. The skin is them build around four textures I got the base of the texture in bodypaint and then taking them into photoshop and tooling about with them, while they still need some effort I think they are approaching the level of realism that I am looking for.
The combination of these surfaces allows for the computer to render skin in a physically accurate manner. but I found that adjusting one texture caused me to have to go and adjust every other texture, I also decided initially to separate the ears from the head and later I went back and re-attached them and adjusted some other problems with texture stretching as my ability to lay out uv's is improving. I think if I was to start over ( which will probably happen ) I would start with painting the backscatter map and getting it to do what I want it to do to the model. then I would get the diffuse to look good on the surface and use it to generate the subdermal and epidermal working my way out. The eyes have a similar material applied to them but are only using maps on the diffuse and secondary specular channels.
Coat of belts: multi-surface materialThis was without a doubt the hardest thing I have ever done in texturing. The character from his creation was intended for complex action and fast moving battle sequences. So designing a detailed surface that can read well with the character running full tilt, breaing an aqueduct, or just doing a little parkour was crucial. Given the detailed nature of the surface is what brought the challenge. First steps
the first step in creating this texture was in my research phase, as you probably read on the front page of the site was in finding some little leather straps that I was hoarding in my collection of stuff at home. the tangible resource of making a little sheild and building a patchwork of leather straps was a great base for this texture. after getting this great scan I was able to place the base of the color map using the UV layout for the chest as a guide. Next came the impossible task(or so I thought!!) of trying to match all the belts along the seams of the character. While I wasn't so much a fan of bodypaint at the beginning of the quarter I quickly saw the benifit of this program as it allowed me to paint directly on the model with relative ease. Not only was it fast but Bodypaint allowed me the creative freedom to pick and choose the parts of the pattern and play a very grown up version of connect the Dots(straps) turning something I had started to dread into a delight. while the texture still needs some work I feel the I have approaced a great start for what will be yet another highlight to my character.
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Bump or Displacement?
