Blending Life: Old Man

nice work so far.

Thanks hasmat. :wink:

I just finished the retopo part of my project. Fastidious at the beginning because I didn’t know everything about this skill. At the end, I retopo the ear and I do that verry fast. (Excuse for my Bad english :ba: )

Give you my wire after retopo and I go to the unwarp part.

XIII

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Voila, I finished the normal map. Looks nice but there is still a little problem. I want to increase de Nor value more tan 25 in the “map to” tab. Is anybody know a method to boost my normal map a little more?

The screenshot and a close up.
1808 faces

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the edges don’t show in wireframe mode because they give the model no detail, the face next to them are completely flat, if you really want them to show, move them out a tiny bit.

No prob with the edges tomrebel2. My question is about normal mapping and how to parameter this solution how I need. :slight_smile:

yop! Thats pretty easy! Just increase the “nor” value under the “map to” tab, (or the tab besides it, cant really remember what it is called)
:slight_smile:

I played a little with the hair particle before doing my diffuse map. I know it’s not the perfect process but I really want to enjoy doing this image.

So here is the result. I think I got the way for the hair/fur use. The hair looks actually too tiny but I’ll wait the diffuse map to correct this problem.

If any advice or critics, I’m open to your opinion.

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Hi,

this is actually quite good but his face seems flat because the eyes need to go back further into the skull. You can really see this from the profile especially. Also I think the ear looks too small.

You can use the same texture a couple or more times in your material so the effect is more noticeable. Alternatively, you can overlay several copies of your map with Photoshop or Gimp; like it’s done in this tutorial:

http://cgtextures.com/content.php?action=tutorial&name=normalmap

Ok Roja, I will try to change those anatomic correction today. Thank you.

Thank you sick. This tutorial look great and absolutely perfect to resolve my problem.

Tanks a lot

Updated hear size and eye position.–>look better :smiley:

Added some bump for skin pore.

Now Its texturing time :smiley:

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Not too bad. On your lower res model, you could have made some seamed areas to lay out the map into flat islands. This gives more control over awkward skin ceases & texture stretching and allows you to make detailed areas (like skin pores) have large UVmap surface for finer detail.

Hey guys,

I want to show you my actual texturing work. Still a lot of work to get what I want with the texturing (spec-map and bump-map) and with the hair.

  • Little diffuse and hair update…
    Why the hair look grey? I don’t get ant other color…

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Wow! he looks like a brown paper bag!
Haha! Sorry, he just struck me as looking very paperlike with the way those wrinkles go, otherwise very good.

Thanks for your comments Krayon. I recently made some changes to the diffuse map. This look more like skin.

Next step–>
More skin details
Bump and spec map
Hair

edit: added a new render with “cinema” lightning setup…

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Hey,

Great Work so far.

The skin, It’s way to specular for a guy that old. Turn the specularity down. And as well consider looking into the skin shader, more into the SSS of the skin. You can find some use full info here:

[http://blenderartists.org/forum/showthread.php?t=121552](http://blenderartists.org/forum/showthread.php?
t=121552)

It’s going to take you some time to read trough it, If you choose to read it.

Keep up the good work.

Fort Ash

i think the normals are soo deep , good work though .

Actually there is no specular map. I had to create one to give my model the look I want. So, I want to have some fun before and I will give him some hair before.
Thanks for the SSS thread, I will read it just before the final touch to give picture the little plus that give image more realism.

He is looking too shiny… like he’s got slimy skin something… would agree that his spec is way too high.His nose looks awfully flattened. If there’s no map and it’s 0.8 now, then take it down to 0.2 or so. ("…there is no specular map. I had to create one…" confused me; either there is or there isn’t).
A part that bothers me is the flatness of the nose. Don’t know whether it would be possible to fix at this point because it’s likely to need more geometry on the original model… think about those nostrils flaring and you might see what I mean; the part on the side of the nose where it joins the head… should have more of a crease.
Does not really look that old… not to me anyway (I’m thirty somethingorother). Possible his hair is too dark?
Something is up with the overall tone… it’s looking like there’s not enough contrast to show off your character… could be the lighting? If so, this is going to impact any specular issues in a big way.

Do you have references you’re working from here? Might enable people to give direct tips on specific parts.

If you’re wanting to have this as a “head study” then you may need to go in with a magnifying glass and overwork those wrinkles close up. Otherwise, if he’s part of a bigger scene, he may already have enough detail. Maybe it’s time to give him a hat, a body and a suit and sit him in a park?

Hey,

I come back with new update. 6 month later, I finally found time to texture my model more efficientely.

Lets see what the new projection painting and 6 old human faces give me.

C&C welcome :wink:

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