Updated (see below)
Original Post
I’ve got a short film in mind and have been studying (when I can) to learn stuff to make it happen. Most of that is currently to improve my ability to texture stuff.
I’ve gotten to a point where I’m kind of pleased with the result, so I figured I might as well start a proper WIP thread and share.
This is Kailee, the protagonist in my short.
- Kailee has two UV-maps:
- one for the head bump map, and
- another for everything else, which includes both head and body.
- Albedo (diffuse) is all texture map, of course.
- Bump is part procedural and part texture map.
- The freckles are procedural, with a very small B&W texture map controlling density/prominence.
- The acne is also procedural. I decided not to be too unkind to my young teenager and kept it to a minimal level. Let me know if this is just too unreal for y’all.
Obviously there is still much to do with her:
- My next step is to refine the shape of the eyelids and add some proper bump to the mapping on the eyelids and add the shiny bits between the eyeball and the eyelids and along the caruncle.
- Then on to eyelashes and vellus and ear and nose hair.
- Then to finish messing with the eyebrows and scalp hair (which I’ve begun already, but isn’t yet in any condition to share).
- Then the teeth and tongue. Boo.
- After that it’s shapekeys for facial mocap, and maybe I’ll play with wrinkles.
And if when I get overwhelmed I’ll take another break and finish up the piano. (You’ll all see that again. Once done I plan to release that so you can use it in your own projects, like I did the with the notebook.)
I feel like I have no idea what I’m doing, but I’m sure enough about how I want to go about it, lol. Learning materials is hard. My goal is to make her life-like enough to look fabulous but not be creepy.
JSYK, the images above are in the default pose, without any simulation or anything, so that’s why the shirt is hovering over her shoulder.
Oh, here’s some older pics that belong here too
Here’s the first pose y’all saw of her (in my other thread when I was struggling with cloth sim collisions). This is the fixed sim version, though. I designed the shirt myself. (The shoes I snagged from blendswap and modified.)
I’m also kind of pleased with the jeans. This was the first time I baked a high(er)-res, procedurally-textured object onto a low-res, UV-textured object. I know I could model separate belt loops (and a belt), but her shirt is pretty long and I went overboard learning how to do the cool stuff to the jeans as it was, seeing as you’ll never see much of it. (I’ve even mentally added a scene to the beginning of my short film just to quickly show them off, lol.)
Well, that’s about all I’ve got for now. Please do point out anything obvious you think I ought to fix.
Thanks for viewing!