Attempt to make a Jack Nicholson 3D portrait.
I have titled it: “Jack Blenderson”, partly because the similarity is not all the good, and partly because this was made completely with Blender.
Thi’s the first time I Use the Sculpt Mode and the particle hair (non oficial build).
Rendered with Yafray, Full GI, two Area + one Sun Light.
Hope you like it
Posted at CGsociety forums too. I will be happy if get some stars from you
I really like it, in fact. That’s pretty nicely done. The only thing that doesn’t do it for me are the textures. The material is good, but the texture is too… clean. There isn’t any variation, or any spots or blood veins that would normally show up on anyone’s face.
Not saying you have to change anything now, but for future reference, try looking at this.
I recognised him immediately, and I know how hard it is to get this effect. The hair looks good as well, the only thing I miss is a skin texture for col./spec. - he looks like he’s got a perfect makeup :p. But I guess you were focussing on sculpting and particle hair.
Looks great to me! Definitely an excellent likeness. As others have said, the skin could use a little work- currently looks like he is made up for a TV appearance( makeup to counteract the bright lighting needed for color filming).
Even as it is now, it is excellent work! The eyes capture Nicholson’s essence!
Excellent work I hope to see the video of your conference in Blendiberia about of the head of Jack Blenderson, that I miss it, but the one of sculpt mode, brilliant, it beams everything easier, thanks
I am sorry for my english.
You can unfold the mesh on level one and it’ll propogate the unwrap up through the different levels. It’s how I did MoonMoth. Unwrap at level one and paint your texture, then move levels back up to whatever and all the UVs should be deformed to match it.
Actually, that’s sorta how you’re supposed to do it, I think. Unwrapping with the 500k vertices you’d get at a high level would be really friggin’ hard.
If you unwrap at level 1, when sculpt al high levels the texture are streched in some big deformations, because it’s fixed to the low level mesh.
I need to unwrap all (the sculpted geometry too) to get a perfect mapping.