Woman Tutorial





Dedicated to Vicki, Cheltenham.


Here is my first attempt at a female head. The whole object modeled and textured took over 20 hours. All the joints will soon be boned.

Creation in Imagine:

Head:

I set up a scanned photo as a backdrop and added lines which followed the contours of the face. These were then meshed and the points were then moved along the y-axis to give the face volume.
The points were heavily tweaked and repositioned to shape the face correctly (still more of this needs to be done to the above head but I need some sleep soon!)
Fixing a feature with a profile view and a straight on view is not good enough however to make a good head. I needed to view it from many different angles to fix it.

Eyes and Ears:

Easy - lifted straight from my cowboy model :) (see head tutorial)

Shoulders:

These are a formed from a stretched sphere primitive.

Chest:

I painted a half of the torso with colour corresponding to heights and used the APPLIQUE command (see Horse Tutorial) to fill out a plane with some shapely curves.
Cropping off the redundant points and scaling -1 in y direction created the back which was then MERGED and SMOOTHED to leave a seamless surface.

Hips:

Blobs were used to make the basic mesh which was then scaled and tweaked to a slightly more natural shape.

Leg and Arm guards:

Once again I started with a sphere and edited the points - this is a very useful method for making anything from limbs to spaceships to spiky hair(in conjunction with particles).

Joints:

See my leg tutorial for more detail here.

Textures on limbs and torso:

These are very important but as you can see they were rushed here. The main technique to create cloth type surfaces is to have a specular colour only slightly brighter than your base colour and a hardness of about 10-15. Apply a colour texture such as dirt or fuzz (again with a colour only slightly different to the base) and thats about it.

Image Maps:

These are the *most* important bit for me. I used three brushes on the head - colour, specular and hardness all created similar brushes. One good tip is to duplicate colour maps as specular maps - looks good. Photo source material is very useful for grabbing colours.

Bump Maps:

Equally improtant as colour maps these are essential for transforming a plain shell into an effective model. These were kept subtle though for this model - used for the hair, chest and midriff to add a little detail.

Hair:

Ah well... can't have it all I suppose
The best hair I have seen uses photo maps. - I just scribbled this in a paint package. If YOU have a good hair effect please contact me!


I think that sums it up - happy rendering.


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