Wednesday, October 20, 2010

Material

Now that I had the UVW Map as a template, I could now add textures onto it in photoshop that would then be applied onto the model itself. I ran into a great deal of difficulty with this stage, as the reference image did not have any skin showing for the neck, meaning I had to do my best creating a texture for it using the clone tool and paint tools. I think that I did a good job of masking this problem, but it did leave some rather strange results, such as the rather sharp edges of the beard.

To begin with, I first began copying pieces of the topology onto the texture, such as the nose and the eyebrows. Because the main part of the face was made up of basically, topology, it was quite simple to line the features up so that they fit onto the face correctly. Once they were in the general area, I used the free transform tools warp ability to rectify any problems with how they sat on the image.

Using the advice from the tutorials, I was able to take the cheek from the sideways view of the face, and pin it onto the UVW texture, and it fit in almost seamlessly. Once I had all of the major features in place, it was the case of filling in the gaps between them. I found the most effective tool for the job to be the healing tool. This tool could automatically work out how to best tween the two textures together to make them look seamless. The main problem with the texturing I found is how flat the hair looks. I could not think of an effective way to rectify this problem, but after looking at other peoples blogs, I have found that they have suffered with the same problem. Here is the finished article, a rather gruesome looking face, but I am happy with how it looks on the model itself.

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