This was achieved by first making a copy of the texture. By turning the texture into a greyscale image using the Desaturate tool, and then using the Levels tool to highten the light areas and darken the shadowed areas, I had created the first steps of the bump map.
The next stage entailed using the high pass function. By using this, I was able to extrude/bevel the details of the face, which I could then use in 3Ds Max to heighten the effects of the material. I ran into a problem with this almost immediately, as the neck skin had mostly been created with brush strokes, there was no detail to be applied to it, leaving a very strange smoothness which the rest of the model didn't have.
To fix this, I cloned some of the bump map from the forehead and face onto the next, thus fixing the issue. Here is the finished article.
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