I decided to recreate a model of myself as a Jedi.
Here is a referance picture I used to create the original model of myself:
Head UVW/Diffuse:
Eye Texture (Photoshop):
And the Renders:
I made a mesh for the overcoat and used reactor cloth to get the folds then collaped the stack and edited the mesh from there. Not sure I like it (the coat) at this point.
I realize my head map has a lot of overlapping polys in the chin...
Let me know what you think!
Thanks!
Replies
the eye texture is way too large and unrealistic.
can we get any closer shots, particularly of the head? looks like you gave yourself a new haircut. heh.
I think its the veins on the eye that are killing me. That's not the size of the map on my character, but since I created it in a larger size I thought I would post that up so it would be a little easier to see.
Yes. In the reference picture the hair is curly, but Max's hair modifier doesn't do so well with curls. I thought about creating a bunch of splines to guide the modifier, but I wanted to experiment to see if I could get a close enough look without having to make a bunch of interwoven beziers. Anybody dealt with curly hair before?
I shamefully admit the clothing is all procedural. I'm going to try to see if I can make any more convincing maps for them.
I placed Japhir's skull model inside the head and fixed a few of the areas in the back that were obscured by the hair in my reference pics.
I guess I'm basically looking for ideas on modeling the overcoat mesh and texturing of any of the meshes.
Right now the model has a lot of flat areas that aren't very interesting to look at.