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Published: 2008-04-25 07:30:17 +0000 UTC; Views: 7413; Favourites: 36; Downloads: 832
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Description
I did this as an experiment in a new method (for me) for creating the human head - something which is done extensively in the more realistic style games these days.Its called Camera mapping, a technique that takes references images and projects them onto your model allowing you to more or less push and pull the verts into the right place based on how far the image is skewed etc or not.
Its a really good way to learn more about the proportions and relationships between many of the features of the human head.
Valuable.
All up I spent about 12 hours on this.
Full View please!
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Comments: 36
HazardousArts In reply to tairow [2010-10-17 19:47:39 +0000 UTC]
thanks! but damn this looks crap now haha...
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tairow In reply to HazardousArts [2010-10-17 19:52:51 +0000 UTC]
its amazing for me, i cant do this, you MUST be +WATCHED closely!! XD
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openstheway [2010-06-01 07:25:12 +0000 UTC]
is there a tutorial somewhere to follow the camera mapping technique that you used ?
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HazardousArts In reply to Aeorro [2008-05-22 10:42:44 +0000 UTC]
hehehe nah, not this time - it was an excersize in texturing using cameras basically - i learnt alot. My next model will be the full monty!
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Aeorro In reply to HazardousArts [2008-05-24 06:53:39 +0000 UTC]
That's okay, I'm sure you have your reasons heh. I used to think Mental Ray looked pretty sweet, but I'm liking that other one next to it better, is this shader available for Maya by chance?
and Nice! I look forward to it :3
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HazardousArts In reply to Aeorro [2008-05-24 09:53:01 +0000 UTC]
I just suck with mental ray hahah i need to up my skill on it! Im not sure if maya default has this shader actually, it must do though ?? Look for a default normal map shader in the hypershade there or perhaps you need to set one up on your own inside hypershade?
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Aeorro In reply to HazardousArts [2008-05-29 05:23:58 +0000 UTC]
XD nah you don't suck with it, you just use other ones better lol. Well I was thinking it might be an add on for Maya but...I dunno I haven't really check, I'm still learning how to texture >.<
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HazardousArts In reply to Aeorro [2008-05-29 11:55:48 +0000 UTC]
Ahh okay no problem, im sure you can find something similar on the net if theres not one already built into maya
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HazardousArts In reply to fantomdragon [2008-05-17 01:47:16 +0000 UTC]
Thank you hun!!!!! Its the weekend now - where are you?!
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fantomdragon In reply to HazardousArts [2008-05-17 02:31:53 +0000 UTC]
You're welcome! Where are YOU?? Hiding??
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HazardousArts In reply to fantomdragon [2008-05-17 03:34:38 +0000 UTC]
no no, im there ! your not answering any of my essages
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fantomdragon In reply to HazardousArts [2008-05-18 02:57:28 +0000 UTC]
I'm not getting them!
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HazardousArts In reply to fantomdragon [2008-05-18 07:28:19 +0000 UTC]
i havent been able to contact anyone, im having major withdrawls. I think i need to reformat my computer lol
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fantomdragon In reply to HazardousArts [2008-05-18 13:42:51 +0000 UTC]
Ahh, that could be. You haven't appeared online to me until now..are you having any luck getting messages?
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HazardousArts In reply to KonstantinL [2008-04-25 15:13:25 +0000 UTC]
Thanks man, I appreciate you looking!!
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Crashmgn [2008-04-25 10:18:45 +0000 UTC]
Looking cool!! and realistic btw could u tell a few words about this real time shader u use in viewport render does it have some kind of SSS effects??
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HazardousArts In reply to Crashmgn [2008-04-25 10:34:04 +0000 UTC]
Hey thanks for looking! the realtime shader ships with 3dsmax, it comes with max by default - just need to apply it, and apply your maps like you would make any standard max material. There are bound to be heaps of tutorials out there - actually you can probably find the the answer in the help files of 3dsmax It doesnt currently have any SSS functionality - though there are several people out there that have generously offered their own realtime SSS aproximation shaders for 3dsmax!
This Default max shader helps alot for giving you some idea of what your model will look like in most engines with DEFAULT lighting, ie nothing fancy hehehe
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HazardousArts In reply to Crashmgn [2008-04-25 15:14:33 +0000 UTC]
No problem, let me know if you really get stuck!
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Ndwr [2008-04-25 08:27:50 +0000 UTC]
Eheh, nice try. Hair are a bit "polygonal" at borders, but I really like the "reality" of the skin.
A great work for a low-poly model.
nd
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HazardousArts In reply to Ndwr [2008-04-25 08:37:32 +0000 UTC]
Hehehehe yeah, not an excersize to create awesome hair - my WIP thread on CGTalk goes into deep explanation about what i am trying to do. Really i didnt care about the hair!
I should though, shouldnt I ? I will try not to be so careless next time hah!
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Ndwr In reply to HazardousArts [2008-04-25 21:08:18 +0000 UTC]
Yeah, are you planning to do something hairy (using a fur plugin) or something about bump, filling the head's skin with a nice texture?
nd
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HazardousArts In reply to Ndwr [2008-04-26 00:57:37 +0000 UTC]
Yup, definately! though thats not going to come until after my next piece. Not sure what you mean by "or something about bump, filling the head's skin with a nice texture" ??
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Ndwr In reply to HazardousArts [2008-04-26 09:40:38 +0000 UTC]
Lol, I mean just a nice texture for the hair instead of something hard to render, like realistic polygonal hair.
nd
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HazardousArts In reply to Ndwr [2008-04-26 11:04:58 +0000 UTC]
Ahh lol - Yeah ill do something a bit better next time
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HazardousArts In reply to bryanxander [2008-04-25 08:23:28 +0000 UTC]
Hey thanks man, glad you like it
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