I did this head model a week or so ago for the Montreal Blender Conference, and just now started texturing it while at the conference today. while at the Blender conference today. Right now it is nothing but a procedural texture and some vertex painting. Main thing I’ve got to do is unwrap the uvs and then bake out the texture so that I can then go into photoshop and add more detail like beard growth and such. I’ll also get a bump map as well soon as it’s unwrapped.
Comments and critiques are of course always welcome and appreciated.
Thats a good model-- hope to see more work come out of blender like this-- couple of tid bits though-
there is a part in the gray model – under the nostril which doesn’t appear to be right-- it’s in the pink model too – but no as obvious. It’s not a normal crease -
Maybe the skin should sink in behind his jaw bone-- looks a little off.
Plus if you want to make him older you could show the gravity around his eyes-- sunken in and down if you know what I mean. Bags in there. The nose and the ears keep on growing in old age- you could make them a little larger too-
And maybe some of the edges / wrinkles could be a little harder. You could crease those and see how he looks -
If you want good topology you have to sacrifice a bit and add a couple a poles. Poles don’t cause any problems as long as they in the right areas. The two that you pointed out on my mesh are fine as that area of the skin doesn’t move much. But if you were to place one, say at the corner of the lips, then it could cause issues. Poles are like tris in that they don’t deform well, although they’re not near as bad as tris.
Thanks man. I think I probably will add some more wrinkles and such.
As for the unwrap and texture painting, I’m going to go ahead and unwrap it, then use the texture baking script to bake out the procedurals and vertex painting, I’ll then open up the baked texture and do some painting in photoshop to add more detail, make a bump map, ref map, and a specularity map.