Hey everyone!
UPDATED RENDER (9-6-2012):
ORIGINAL POST:
I just started using Blender this summer, and I’m still kinda bad at the whole “making characters look good” thing.
But anyways, I’m working on a character, and I decided to concentrate on her head first. I used MakeHuman to create the model, and then changed the topology of the mesh around the eyes and mouth, so as to assign different materials to them. Here are some screenshots. Among the inhabitants of the uncanny valley, she is actually considered to be quite pretty
I used Curl settings for her hair, as it made it wavey, but also kinda messy. I’d like her to be fairly stylish and pretty, but not in a “perfect” kinda way. So having her hair be very styled, but frizz out as well, is what I’m going for. Camera is using the Sony A55 preset, with focal length of 25mm. I have the compositor adding a slight S-curve, depth of field, and 5% more saturation.
I’m going for a look that’s somewhat realistic, but a bit over-the-top. So I don’t want any impossible topology (ie. select eyes, hit “s”, hit “5”), but just sort of taking a look and exaggerating it within a vaguely believable range. It seems like the key to avoiding the uncanny valley is to have the realism be balanced. Almost as if one realistic aspect of a character makes people expect the rest of the character to be as realistic, and when it isn’t, the effect is creepy. Am I right in this? Or is there more to it?
Also, I am using a displacement modifier with a strength of 0.005 on her. Not sure if it’s a good idea, but it seemed to make her face look less “perfect”.
Any ideas on how I can make the character better? (preferably sticking to procedural textures…)
If all else fails, maybe I should just use a rectangle for her head, and give it hair
Thanks for taking the time to read all this!