Daisy Ridley Portrait

Hello there. My name is Arca Irtem (20). I have been into computer graphics since I was a little boy. I’ve been specializing in character design for 2 years. I really enjoy sharing my work with you.

I’ve started on my project by designing Rey Skywalker. The person who played Rey Skywalker was Daisy Ridley. I realised that there was something wrong after my followers’ feedback and I’ve started redesigning Daisy Ridley.

-Sculpting-

I always start on my projects by searching for references about my subject. Please note that, more reference visuals means more similarity. I usually work in the workflow from a 60-90mm perspective. But you always need to remember that the values might have changed according to the reference visual.

I use the projection method to find similarities in Zbrush. This facilitates the accuracy of my model. I also used the Ref switcher plugin. This gave me speed.

-Texturing-

I used the textures given by texturing.xyz for my project. The peculiarity of these textures is that they are multi-channel and uncompressed 16-bit formats. Before baking, I applied the “Wrap” process. I got help from the zwrap program.

When the “wrap” process was completed, I corrected some parts in Zbrush with the help of a brush. When it was ready to bake, I turned back to Zwrap and I baked in tif. format.

In this project, I used the Acescg workflow. There is no official support in Blender yet. You may need to use plugins. Acescg gave me a range of colors that sRGB couldn’t provide. That means 32-bit depth, means that will cause your imported textures to darken. I solved the problem with the help of the Nuke program. I succeed by using the “grade node” color card made by Chris Brejon.

Then I produced a “micro tile” for my texture with Substance Sampler.

Now I could cover the unwanted areas on my texture with the substance painter.

-Detailing-

I wanted more details in my model. I used UDIM for this. And I made some changes on it. This gave me more detail on the face part.

I used the multichannel maps provided by Texturing.xyz. For me, the biggest advantage of multi-channel maps was that each color channel had its own information. Usually, the red channels contain information of large, green medium, and blue small-scale detail.

-Shading-

There are multiple ways to create Skin Shader. I used multi-channel maps for my project. That made it much easier. I did use the red channel on my Roughnesss Map, and blue channel on my specular map while applying changes on. I made my model’s nose, lips, and cheekbones brighter; sides of the chin and temples and ears less brighter. In the underground scattering, I painted by considering the reference values. Thus, the black parts passed less light and the white parts passed more light.

-Grooming-

I was aware that this stage was going to be the most challenging. And I knew it would take a long time. Normally, I use blender for hair design. However, this was not going to be enough. For this reason, I used the plugins that “VFX Grace” gave me. This has helped me use less grooming and speed up the process. Using the main reference I prepared beforehand, I started by separating the sections of the hair as I always do. This way, I could manage to deliver my project faster.

-Rendering-

Rendering is my favorite part. It means I am at the end of a long journey.
It is also one of the hardest parts to understand. There are so many setting options!
I used other artist’s help and tried to follow the default settings as possible.

Render_settings

-Conclusion-

I enjoyed the project so much. As a big fan of Star Wars, it was great to recreate my favorite character.
I would like to thank the Blenderartist family for including me in the community.
:heart:

#blenderartists

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Nice portrait! :+1:

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Thank youuuu :heart:

The skin textures, shading and that technical stuff looks really good, but I couldn’t tell at all that this is Daisy Ridley. Do look like a person so the shapes of her face is good, just doesn’t look like her at all imo :slight_smile:

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I’m very happy to have your feedback.
Yes, at first it was reminiscent of no facial expression. However, when I added facial expressions, my character became difficult to understand. You can be sure that I used the projection method when designing my character.

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The overall facial shapes are correct, for a likeness, but the proportions are off:


Eyes are further apart, the forehead is shorter, corner of the mouth to pupil is slightly longer.

The human eye is really good at picking up those subtle differences, even though it’s hard to put a finger on them consciously. It’s the same thing that causes the uncanny valley effect.

@arca_irtem you’ve done absolutely incredible work here, don’t get me wrong! This is far better than I could do, and this is an excellent portrait and a huge technical and artistic feat. I had the same thought- “something about that doesn’t look like Daisy Ridley”, followed by "wow, that’s an impressive piece of work :slight_smile: "

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You are very kind thank you :heart: I still fail at similarity I admit. I use camera projection technique. My character offers similarity by reference. I think it’s because of the camera angles. I start by keeping the focal length between 30 or 40. Have a nice day

Nice work. Some small differences make her older, I think. More like older sister. Anyway good work.

, and improvements too, compared to ‘older’ works.

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:+1:
congrats.

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Thanks friend. Yes, I love criticism. and they make me happy. You are very kind. I’m continuing to work. :heart:

Thank youuuuu… :heart: :heart: :heart:

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Josephhansen’s criticism is certainly partly justified. The forehead is definitely too short in your portrait. In addition, her face is also too narrow. Google images shows she has a fairly wide lower jaw and the jaws are also fuller than with your model, not as skinny.
Still, I maintain that it is a beautiful portrait, regardless of the resemblance. :ok_hand: I took a look at your portfolio, your previous post ‘Rey Skywalker’ had a very close resemblance, just perfect.
Women’s and children’s portraits are the hardest. Men and especially older people are the easiest. But never give up, good observation and practice make perfect! :slightly_smiling_face:
If I may give another tip, don’t stick to 1 photo, look for several photos from about the same angle and compare, a face is very flexible (even apart from the emotions) and light and other conditions can present a very different picture.
Also a different camera lens! For portraits, it is best not to go below Focal Length 50, otherwise the face will be distorted too much by the perspective (nose too big, mouth too wide, jaws too thin). At 100 you already get the reverse, it becomes too wide, almost like an orthographic camera. Not good for portraits! I’m also still unsure what’s best for digital portraits… 50? Maybe 70…
Usually you see others from afar, but when you make a portrait you see them up close. That gives a different picture, especially with an extreme camera lens.
Sorry if I was too pedantic here. I didn’t mean to be critical, just helpful. The best of luck! :+1:

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Thank you. You make a great point. I know really hard. I usually work between 60-80 values. It looks more like rey skywalker because I literally made it with the help of projection. I wanted to pose in this project, but it was not successful. I guess it’s because everyone has their own unique facial expressions. Thank you once again :heart: :heart: :heart: :heart:

I featured you on BlenderNation, have a great weekend!

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Thank you <3

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You’re on the #featured row! :+1:

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Thanks :kissing_cat: :heart:

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she’s so real!

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Thank youuuu :heart: :heart:

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