to be honest, I would recreate it as a normal map, unless it going to be closer for your final shot, chain mail size varies as well so its up to you how you wanna do this. You could create 3d chain mail then just add deformers to shape it up, dynamics would be good but unless its all being animated, to me it would be a waste of time. With a hi res still image you can get away with loads, you dont even have to build it all, just what you are going to see...anyway way back to the beer and christmas cheer!!
Hey Arran, thx for the comments. No, no bump map in there. That's the only texture map I haven't created yet. I tried using a saturated version of the color map, but I didn't like it. Im going to have to spend some more time with it. Anyways, I started wokring on the eyes and retouched some of the skin maps. Pretty soon i'll have to start creating the hair stuff, that'll be fun as usual.
Hey Guys, Im done with the textures for the head. He is now bold
I still need to fine tune the transparent piece of the eye (im not getting enough reflections or spec), the piece of skin in the inner side of the eye, and the wet piece where the eye meets the eyelid.
I think because you back drop is black you wont get a great deal of reflection.
For the inner eye (iris etc) use a blinn with all the the spec settings turned off, but for the out glossy part use a phong E its better for the highlights and spec reflection, plus add a reflective environment image to the reflective color channel of the shader.
Thx Jay, there is an IBL in there with primary visibility turned off, but it should be giving better reflections (the light source is the IBL node). I may have to map the reflectivity color directly to the HDR image instead of picking it up off the IBL. I'll test that.
The outer sphere of the eye is already a phong E shader, the inside sphere is a SSS shader with only specularity around the iris area.
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