I'm slowly figuring out a workflow for realistic looking skin using really highres displacement maps, and subsurface scattering to get the right look. Its kind of close, but still not quite there. I'm kind of surprised by how much of the detail can actually just be sculpted and then used as a displacement. The diffuse map is actually fairly low detail at the moment, and it looks like I probably don't have to do a whole lot more to it.
This is actually the first time I've done a character quite this detailed, so a lot of this is fairly new to me. Hopefully the general workflow I've figured out will let me do future characters a lot faster, because I'm itching to move on to other things.
Thursday, June 23, 2011
Wednesday, June 1, 2011
Triangles Begone
I managed to mostly reuse the cage from an earlier version of her face, which saved me a couple of hours of work. So, now I'm mostly back to where I was before, with a nice mesh that I can do my further work on.
I'll have to figure out a way of modeling / sculpting the inner parts of the lips. I've got a rough idea I want to try, but haven't really tested it out yet.
I'll have to figure out a way of modeling / sculpting the inner parts of the lips. I've got a rough idea I want to try, but haven't really tested it out yet.
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