Hey Folks,
here is my finished portrait of Gregory Peck. Some of you may know him even today as being a very famous actor in the middle of the last century. Once again I have been carried away by a project and spent too much time with it. Now it is about time to call it finished.
I was inspired by all the cool portraits and likeness studies that we’ve seen here in the last weeks, namely the Martian by ToshiCG, Daniel Craig by pieriko, Finn by Cesar89, Casey by Speed7 and Branded by ArtOfLight. These are wonderful, guys.
I have done several characters before. Now I wanted to see what I would be able to do in this field of CG with the skills I have today.
My hardest critic has been my wife so far. It took so many iterations until she was willing to see him as Gregory Peck. At that point I had been looking at the references for so long that my mind simply added the missing parts and I saw him in every iteration. But she was rigorous
I have to say thanks also to some of my colleagues who gave some important final critiques.
Again I learned a lot during this project. My workflow in general was
- sculpting
- retopology
- fine skin details
- texture painting
- shading, grooming, lighting
- tweak and try, back and forth (that was the longest part of it)
- check monitor calibration
- final render at full HD and 3000 samples
- post processing including color grading and color correction
As always, I found the lighting quite early in the process and settled with it. Lighting is done by several mesh lights.
I must say that I gained most of the likeness by tweaking the retopologized mesh. While I think the sculpted version was close, I lost much of the likeness in the retopo’ed version and had to push the vertices with the help of mapping the camera to the reference. Thankfully you can map a background image to the camera view. Next time I must try to keep more of the likeness during the retopology.
Maps for this piece are color map, normal map, gloss map, sss map, and a particle hair distribution map together with vertex groups for the different hair systems.
Softwares used were Blender (sculpting, modeling, baking, shading, grooming, lighting, rendering, color correction), 3DCoat (retopology and texture painting) and Gimp (texture painting and post processing).
Happy blending!
edit: changed opening image after reducing red tint.