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#1 |
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Registered User
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how to make realistic human skin without UVW-s ???
Hi guys !!!
I` was model a human face and now it need to be textured ! I hate to work with uvw-s it so boring !!! Can some one know how to make realisstic skin without UVW-s ??? Some tutorials ??? Or some tutorials for making Human skin ? Last edited by Specialboy; 27-06-2006 at 09:50 PM.. |
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#2 |
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Max Freak
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?? you need to UV map for texturing...
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#3 |
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Registered User
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i think he's talking about using procedural texturing. I saw a tutorial on this some time ago I'll have to look for the link. The particular tutorial wasn't very realistic looking but i have no doubt it can be done. Still any details you want to paint in photoshop the model needs uvws(such as lips)
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#4 |
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Registered User
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thanks for your reply, if you fing that link please tell me ok ?
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#5 |
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Between here and there...
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Hi, here it is :
http://www.3dtotal.com/ffa/tutorials...rocedural1.asp But it's not THAT realistic, just good... Experiment with this and you'll find it perfect! Post results!
__________________
If you want peace, prepare for WAR
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#6 |
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Registered User
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thanks for the link, i`ll work on my model and i`ll post my work
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#7 |
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Fishscale
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there are ways to use procedural stuff and gradients across model space uv's
however the bottom line is that to make nice looking stuff you need specificity in locating what you paint. only having workable uv's will do it it can be a pain but i find that everything i've ever done that i was proud of or meant anythign to me was always either hard or scary or both.
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-CG Porfolio- |
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#8 |
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Registered User
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Pretty nice procedural skin texture on that tutorial. I think with GI or better lighting and maybe some SSS it could look a lot better than those renders, though still not really photoreal. Then again if you're texturing a female like that it's nice to have the ability to put on some eyeshadow, blush, lipstick, etc.
Anyway, I'm not sure if there's a tutorial out there for this, but one way I've worked with for quick UV mapping on a face is to use two planar maps on two uvw channels to mix between bitmaps of the front and side of a face. Then a mix map is created to mask between the two, so that where the front one would stretch, the side one fades in, and vice versa of course. Another option is to use front/side falloff on the front facing local axis to blend between the two instead of creating a mask. This sort of method only works well if you've used those two maps to model the face from though, and requires more work in setting multiple materials if you need asymmetry or baldness (since the planar maps shoot right through to the other side) |
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