Part 3 - Texturing the Head and Body
This is where it gets interesting. To texture the figure I need to
setup the shaders for the following objects:
-
Nick1:SkinBody:1
-
Nick1:Eyebrows:1
-
Nick1:SkinHead:1
-
Nick1:Lips:1
-
Nick1:Eyeball:1
-
Nick1:Iris:1
-
Nick1:Fingernails:1
Do the big things first, start with the head and body.
With those setup it'll be easier to do the smaller details like the
eyes and eyelashes. In Bryce, I usually set the entire figure to the
default material after I import the figure to keep from getting distracted
by materials that didn't import quite right. It also makes it easy to
see if I've missed something.
The Basic Head and Body
The Fingernails shader will be almost exactly the same
as the SkinBody shader except it will have different specularity settings.
The same goes for the Lips and SkinHead shaders so I'll setup the SkinBody
and SkinHead shaders first then use those to create the Fingernails
and Lips shaders. I'm not going to be using the Reflection, Transparency,
Refraction or Glow channels so I set them to none or a value of zero.
The color and bump maps are already set correctly so there's just the
specularity issue to deal with.
Assigning Specularity Values
If you don't have a good understanding of specularity
and just zero the channel, your figure is absolutely guaranteed to end
up looking dry and flat. Nobody is completely dry so even on the SkinBody
and SkinHead shaders I'm going to use some specularity. It's a tricky
setting so you need to experiment a little. Try changing the preview
to a sphere so you don't get distracted by the shape of the object.
In Carrara the Highlight channel sets the intensity and
color of the specular effect leaving the Shininess channel to set the
size. For the SkinBody and SkinHead objects I'm going to keep the Highlight
channel between 5 and 10% and set the Shininess channel to zero to bring
up some subtle highlights. I'll keep the Lips around 25% and the Fingernails
at around 50%.
Object |
Highlight Channel |
Shininess Channel |
SkinBody |
5-10% for natural, higher for wet |
0%, 25% or higher for wet |
Fingernails |
50% |
0% |
SkinHead |
5-10% for natural, higher for wet |
0%, 25 % or higher for wet |
Lips |
25% for males |
0% |
If I want the figure to look like he's just come from the gym, I can
increase both the Highlight and Shininess channels. If he just stepped
out of the pool instead I'd reduce the strength of the bump map to get
away from the appearance of sweat and body oil.
The SkinBody, SkinHead, Lips and Fingernails shaders are
all going to look something like this.
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