Texturing a polygonal head model
Texturing a polygonal head model

The following describes how I setup the UV’s for my model in order to paint the textures.
Step 1: make a duplicate of your model. This is important so you don’t mess up any of your original model. Later you can transfer the UV’s from this duplicate back onto your original.

Step 2: On the duplicate, select the areas that are the most complex (ie. nose, ears, eye area, lips). (you probably will want to do this step one area at a time).

Step 3: now you’ll want to average your selected vertices. You can get to this command through the Polygons>Average Vertices>options menu.
Set the Iteration value to whichever you feel is appropriate. I set mine between 10 and 50 and applied it a couple times. Repeat this step for all of your complex areas on your model. The reason for averaging the vertices is to make the more complex areas of your model less complex, so after you apply the Cylindrical projection, you won’t get so many (if any) overlayed UV’s, which will cause problems for your mapping.
When you’re finished with that, your duplicate should look something like the images on the right. As you can see, all the more complex areas of my model are now less complex and more planar, which should make a better cylindrical projection and UV layout.


Step 4: Now you’re ready to map the UV’s for your model. Select your duplicate model and go to the Edit Polygons>Textures>Cylindrical Mapping>options menu. I just used the Smart Fit option which fits the projection automatically around your selection. You’re welcome to play around with the different options, but for this instance, these are the settings I used.

Step 5: In the attribute editor for the cylindrical projection, you’ll find the following options (right image). Make sure you set the Rotate Z value to 0.1. Maya has this weird habit of messing up the UV’s of the cylindrical projection, and this seems to fix the problem. These are the settings I used.

Step 6: I also noticed that the UV’s for the top of the head and the UV’s for the neck area were garbled
from the Cylindrical projection, so I selected the poly’s on the top of the head, and did a planar projection for those, and selected the poly’s around the neck and did a second Cylindrical projection for those.
So I ended up with 3 UV shells in the UV Texture Editor, which I’ll need to sew together to get one unwrapped UV shell



Making Of Horned Man

The purpose of tking of is to outline the tools and techniques I used in the creation of my image, Hornedman. The image started as a sketch inside ZBrush and grew from there into the final image almost by accident.
Sketching characters in ZBrush is a great way to concept ideas, mess around with forms and come up with cool new things. After the sketch I retopologised the head section of the model and from there used the polypaint tools in ZBrush to create the textures. Rendering was handled with Mental Ray in 3ds Max. I find Mental Ray to be the most accessible of the available rendering systems for Max, and the fact that Max already comes with it makes it great. Also, having used XSI for many years, the creation of shaders in Mental Ray has become second nature to me.
Sketching
The starting point of many of my images, characters and dailies are done in ZBrush in the form of a sketch. As my drawing skills aren’t really worth writing home about, I find ZBrush to be a real lifesaver in terms of creating concepts. And the great thing is that you can visualise your concepts in 3D and even use the concept as a template to model over later on in the pipeline.
For this character I started with a basic human form mesh that I created in XSI some years ago and have been using in many projects since (Fig.01).

Fig. 01
Using this mesh at the lowest sub-division I pushed and pulled it around with the Move tool and Standard brush in ZBrush to find a base form and silhouette I liked. From there I worked my way up the subdivision levels adding progressively more detail using the Clay Tubes and Clay brushes only. An overview of the different sub-division levels can be seen in Fig.02 – 03.

Fig. 02

Fig. 03
Retopologising
For this model I decided to just retopologise the head as the loops on the body were adequate for my needs. The retopologising process was simple; I exported a mid-res .obj from ZBrush into 3ds Max and then used Polyboost’s surface snapping tools to create a clean mesh over the old one. For the body I just exported the lowest subdivision out of ZBrush and joined that onto my new head. I then exported this new low-res .obj back into ZBrush, assigned it as a SubTool of the original sketch, subdivided it up to 4 million polys, and chose Project All to project my sculpted sketch onto my clean topology (Fig.04).

Fig. 04
As this was still indented to be a full character I also modelled some base gear and straps for him in 3ds Max
Texturing
For the texturing stage I decided to use the polypaint feature in ZBrush. As the model still didn’t have a set of UVs this was perfect for me to sketch on a try out some ideas for the skin. I used a technique outlined by Scott Spencer with his Stinger Head model to paint the texture. Firstly I chose a base colour for his skin, and then painted on sprays of red, blue and green in key places. Then I “noodled” the skin with white veins and finally sprayed over it all with my base colour at a low opacity. This is a very fast and effective technique for concepting skin tones and painting textures. As I still wasn’t sure what to do with him at this stage, I left the texture rough (Fig.05 – 06).

Fig. 05
Making of Quad bike
Introduction
This will be a brief explanation about making of the quad bike, I like quads but you won’t exactly see me riding one (too scary for me
) anyway it was needed for a small project for a presentation of a quad and motorcycles racing track, it needed to be animated as well.
Reference
As usually if you needed any decent realistic existing model you need reference, unfortunately I couldn’t find blueprints for the quad but I did manage to find a decent front side pictures, a tip is to not only look in the official sites and try google image search or anything similar, amateur images is sometimes more clear than good ones because they don’t do any effort to make it perfect they show it for how its really is

As you see its far from perfect reference, so when modeling you always have to be careful and look at reference images taken from a normal viewing angle and checking to see if it’s the same or not (simply use your eye), you can pretty much say that modeling without decent blueprints isn’t certainly your first choice, I can hear some one out there saying duh
anyway.
A little trick also is to put the reference image as a background then use a camera to try to replicate the original one, and see if there are major proportional differences (camera match)
Modeling
I’ve had no problems with modeling, the only hard thing was the lack of good reference which makes modeling more time consuming, I made the all the basic objects using editable poly as following:


then I started adding details also using primitives, splines etc.. and adding simple modifiers to primitives taper, FFD etc
I did also make 4 or 5 types of screws and small objects so I can quickly start copying them and instancing them, that added good amount of details very quickly


Working With Photographic Reference

Introduction:
This 3 part video tutorial by ten24’s James Busby will show the process of preparing and using photographic reference to create realistic human characters. Part 1 will show the steps taken in Photoshop with parts 2 and 3 focusing on the methods used in Lightwave. Also available for download with this tutorial is the base mesh used.
Chapter 1: Photoshop


Please wait while this movie loads
Duration: 09 minutes 12 seconds
Click Here to Download the Character Head Base Mesh | Size: 64kb
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