Started modelling in the scarring today. The guy was a
wee bit too close to an explosion or six and got the side his head burned and hit with shrapnel.
I'll be extending the scarring more toward the back of the head and down the neck before I go into zbrush for micro detailing. The eye will be receiving a lot of damage when I start texturing.
A quick turn around
www.lupusart.com/Animations/ScarRotA.mov
Replies
Releaved some stress by hacking more crap out of him today.
For instance just making all of the burned bits and such in Zbrush, and then just re-topologising that, if you're going for a clean highpoly mesh.
It's just that i don't see the point of this, when you're going to give it a zbrush pass anyway...
General question you might be able to answer.
I'm just curious because I have seen it done a quite a few times before but why do people push the pupils in on eyes when they stick out?
Does everyone do this?
Do people put a clear flap over it that clips into the eye since the part that bulges out is clear-ish?
Looking good, Lupus. All those folds and I don't see a single triangle. The facial anatomy seems fine. He lacks personality, though, maybe just accentuate his deformities in the sculpting phase.
I'm going to be applying to VFX houses as well as game companies (spread a bigger net and hope to get some fish in it ). Some of them don't use displacement maps and so need to polymodel stuff like this. Also many people can sculpt some impressive stuff, but can't do much in the way of polymodelling, so I'm aiming to show I can do it too.
I took the base mesh into zbrush and carved some damage into it to get some ideas. Then took it into XSI and retopologised, then filled in the rest of the scarring. The zbrush pass will be used to make a normal map for fine details.
The eye models are just place holders. Sometimes eyes look fine, but when you can actually see the iris and pupil (or a representation of them anyway), the eyes are off, such as looking cross-eyed. I just do this to make sure I've got it looking correct. I'll be doing different eyes. The pupils do actually go in btw, it's the corneas over the top that push out , pushing in gives a bit more shadwing so helps with the shadwing.
People often do eyes (for movie stuff anyway) in two parts; a sphere with a flattened front (flat part being the iris, and a pit in the middle which is the pupil. Then a transparent sphere encompassing this, with the front pulled out to be the cornea.
Once I've done the detailing and texturing I'll give him a bit of expression
Cornea, pupil. Potato, tomato.
Its all the same when you put it in a blender.
[/humor]
Thanks guys that cleared things up.
It might have helped if I went and looked at some eye anatomy. I haven't modeled eyes before I just paint em, but even knowing this will help me paint more realistic eyes. Not that anyone gets that close to my characters =/
Quick zbrush render:
Anyway great piece of work so far
I've not actually zbrushed him at all yet I'm trying some texture ideas to see what I like, then will zbrush in some medium/high details, and use the texture as a mask to work on micro details. Going to be shunting stuff around to adjust proportions too, and fix the ear of course
Looks cool though. Do you have any refs for that scarry side? I don't think that the skin would actually look like that.
But the idea is cool. Something original here
@ Por: That is nasty! But thanks for the ref
I did some zbrushing to even out the damaged side, so it looked less like his face was trying to turn into a tree. Also added more roughness to it and photochopped in some eyes to give a better impression of what the final result will be (hopefully) if I can get the skin to look right in XSI.
EDIT: Also hair needs more contrast IMO.
Keep Going.
I hadn't noticed that problem with his right ear (the weird fold) as it turned out it was in the texture. So I checked the geometry, it was fine then whacked on the texture and didn't check that. Fixed now (yay). The hair is the next thing I'll be sorting in the texture, including part of the eyebrow on the damaged side.
XSI is not liking me much. I'm trying to do decent renders in that, but the fast skin material is a bit of a bollock. It seems to ignore my normal map and just generally remove depth. Here's a render (photoshoppped eyes again). If anyone has tips for good skin in XSI, please ease my pain.
The eyebrow on the burned site for me should be deleted.
Also I;m glad u like the link Yeah its nasty, but u have chose the nasty subject hehe So here are two more, its really hard to find good ref. http://www.geocities.com/~ptgustan/scald1.jpg and http://www.burnsurgery.com/Modules/BurnWound%201/sect_VIII.htm
But U need to know that the scald u are doing is rather old then this in the pic. But IMO u should try more color variation of brown, red and white. It should help. Also I think that hair on the healthy side should power up the felling of the burned side, and if u put hairs, eyebrow and overgrowth on alphas that should fit perfectly. But its only me
Keep it up, its realy nice piece of work in here.
Still got work to do on the eyes (and mess up his left one). Need to work more on the normal map and try to sort out the specularity.
I think that shine on his right eyelid is the outer eye mesh clipping through the eyelid. Will have to check, as the eyelid wasn't intended to be that shiny.
More with the progress. I was right about the shiny eyelid bit, so that was easy enough to fix.
Made some tweaks to normal and diffuse maps, and am working on the specular.