Then
To get the right smile from this character, first i thought that rigging would be the best, but, getting the best topology for a perfect deformation is quite long. I was lacking of time (Because i was working all day long at internship), so i sculpted the smile.
Then
I try to figure out the type of lighting, and the shader for the face.
I used the 3 point lighting : 2 point light in front of the character , and 1 point light behind, forming a triangle. i enabled the sphere type for point light.
The lighting is the key of a good piece. Researching the best way to highlight a scene, to get the best shadows, reflects, is one of my priority. Without that, you would miss really the essence of 3D, and the ability to feel the volume and to create an atmosphere.
I spent some time on testing the light power and position.
Before explaining how i made the skin shader i ve got to explain my purpose on this piece:
Everyone, one day, wakes up, and see his face in the mirror, but … instead of seeing his face, he sees his past that have whitened his hair, that has altered his face. But the past isn’t always source of sorrow and pain. Sometime, you can have nostagia, and laughting at the thing that you ve done. Nostalgia is bitter and sweet. I wanted to get this bittersweet feeling to the spectator. This sorrow in the eyes, this smile on this lips. It 's quite hard to get the good look for this feeling.
Therefor, i wanted to create an Picture that doesn t dwell on details, and realistic thing that would misdirect this feeling. I concentrated on the feeling, and i avoided to make to many wrinkles. I wanted to give this old guy and second youth by remembering the past.
Have you ever noticed the some old guy may have a touch of youth in the eyes, when they remember good thing of the past?
That’s why made a lot of wrinkles for this guy. Maybe it would have been better…nevermind.
To do the shaders, i used subsurface scattering: parameters are quite tricky but with the blender manual, you can do it. And for the first render i used :
- Ambiant occlusion approximation
2)nodes : glow compositing nodes - RGB curves - gamma correction
- for the hair i used strand renderer
Here is what i get
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