![](https://3dm3.com/wp-content/uploads/2009/04/main-10.jpg)
The Making of Beanpod blooming
And I imaged the girl was dancing when she looked back to the camera. This is the pose what I imagined. |
MODELING TIPS : |
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There should be much detail in the eyelid and eyelash. Eastern girl always has soft eyelash, especially the eyelash below. So I chose transparency map for eyelash below, because transparency map faking fur looks more soft. And I chose the hairfx for the eyelash up because it should look more hard. |
You can see below, the eyelash up looks more hard, and the eyelash below looks more soft,that’s the distinguish between transparency map and hairfx for eyelash. |
For the model of the eyeball I prefer double-deck model,you can see the difference between double-deck model and only one model with textures for eyeballs. |
TEXTURING TIPS : Then I started textured this girl. |
Textures are the most important factor to the final realistic girl, there’re many high resolution human photos and textures on this website www.3d.sk .I select a girl’s photos from it for my girl’s skin . |
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These are the textures that composed with the photos above in PS. |
SHADING TIPS : I use mental ray fast skin sss for the girl’s skin shading, The shading network is on the picture below.I used almost the default setting of fast skin sss. But I still create some delicate effects to it such as colormap will turn to gray on the edge. And the bump value will turn to a high value on the part facing the strong light. Facing ratio also can creates a fake fuzz effect. |
HAIR STYLE : Hair is also important to a realistic character. I chose this hair style for the girl: |
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About how to create this hair style you can see the tutorial Maya Hair : hair with history by Mike Fudge. So this is the hair style I created in maya: |
LIGHTING : Then,I’ll show you what I lighting this girl: |
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RENDERING TIPS : Next I’ll render all of them. But I encounter a really involved problem: out of memory : (Because hair rendering for mental ray has a really tremendous workload. My memory is 1G, too low to endure this. By all appearances I should divide them to passes. To pick up the shadow of hair without hair displaying, here’s a useful method, convert hairfx to a low poly then assign a full transparent lambert to it, and connect a mib_shadow_transparency node to the mental ray shadow slot of ShadingEngine |
Then here we’ll get a image rendered only without hair display. |
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COMPOSING : Everything prepared, Let’s compose the final image in PS: ) That’s all, To my depression, my “bean” looks just a bit older than what I imagined, but I still hope you like her and my tutorial, Thank you all here and thanks to the” www.3d.sk ” for giving me such great girls’s textures: ) Glad to receive your mail: ) RELATED LINK: |