Nude Male 01 |
Nude Female 01 |
Adam and Eve Scene |
Head01 |
Head 04 |
Ear 01 |
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The area of 3d development that I am asked most frequently about is texturing realistic skin.
Using the model above, I have created this tutorial to describe my own personal approach to skin. I hope that that at least one person finds it useful...
For this tutorial I have used 3d Studio Max.

The first step is, as ever, the pain of UV unwrapping.
Here's the unwrapped mesh after I've given the head basic cylindrical co-ordinates, relaxed it and tweaked out any overlaps whilst avoiding too much stretching.

Phase 2 is to do a quick light bake using the Skylight and Render to Texture functions in Max.
Ultimately these shadows will be re-added in when you come to do your render but this technique gives you a nice starting point for painting your diffuse texture.

Phase 3 is the exciting one - getting the colour onto you model for the first time is always a milestone reached.
I tend to use a combination of photographs and hand painting over the light bake to add a bit of definition (keep it subtle).
The important thing to remember when using photographs is to remove ALL the specular from the original image - we're not making PS1 Characters now people :-)

Bump mapping is less important on characters, particularly young females, as it is easily over-done. However it is still a worthy addition to any shader.
I take my colour map, desaturate it and play with the levels to pick out subtle deatils.
In this case i've kept the eyebrows and lashes bright to give them some extra relief - it helps to keep your layered PSD to hand for this.

Finally it's the specular map. This is similar in many ways to the bump map except for the areas where you need more/less shine - the lips for example...

So, once you made you've got your three basic ingredients it's time to boil the couldron and stir your magic potion together. :)
I'm using the Brazil Advanced Skin shader as it seems to give the best results for my approach. However, these techniques are fundamental to all materials.
I've included details of my settings, any channel not mentioned is not used.

So all that's left is to hit render then?
Sadly not.
All I have covered here is creating the shader - a vital but ultimately small cog in the creation a realistic human.
You'll see what I mean if you create this material yourself and render it with default lighting and the scanline renderer - rubbish!
To really get things looking good you need to sort out your lighting. In a nutshell, I'm using Brazil to render, with GI (2bounces) a key light (high and slightly to the right) and a back light (low and from behind).
Well, thats it. I hope this helps at least one person get a better understanding of how i'm doing things.
Happy texturing and best of luck.
Below are a selection of quick links to some of my best 3D work:
A Bright Idea
This image has been awarded a 'CGTalk Choice' award.
Low Poly Train Driver
This low polygon train driver was built for a forthcoming video game.
Low Poly Business Men
More characters built for a soon to be released video game.
Megacosm: Void
A selection of character designs for a proposed CG film.
Realistic Skin Tutorial
A guide to creating realistic looking skin in 3Ds Max.
Train Illustrations
A series of 3D illustrations to promote a forthcoming train based game.
You can now buy my 3D models. Click here to visit the online shop.
I have developed the following websites:
Aether Movers
A London based removals firm site including animated pixel art.
The-Master-Plan.co.uk
My plan to quit the rat race and take over the world...
Waterhall Country House
This site includes an interactive 3D Flash tour.
theDaterbase.com
A dating website with a tool to help you create your perfect partner.
Computacenter
Click the graphical link in the centre to launch the virtual microsite.