Making of 'Fisherman in Town'
This model was created in 3D Studio Max, and detail was later added in ZBrush. The scene was rendered with Mental Ray, using its SSS Fast skin shader. The hair was created with 3D Studio Max's native hair system, "Shave and Haircut", and the texturing (skin and face) used 3DTotal Textures V4:R2 (Humans & Creatures).
Creating 'Fisherman in Town'
Fig01 shows the basic model of the "Fisherman in Town". Before taking the model into ZBrush for further details, I completely unwrapped the model (Fig02).
I exported the model into ZBrush to add the details, like wrinkles in the skin and facial bumps. After adding all of the necessary details for the model to make it look older, I exported the displacement map with a 2048 by 2048 resolution (Fig03), and the outcome of this step can be seen in Fig04.
To begin texturing I painted the face texture by applying basic colours in all the right places. I then added some small wrinkle lines to add a little more detail to the skin (Fig05).
Following that, I overlaid the displacement map on top of the basic colour map, to achieve more details in the wrinkle flow. This gave me a clear understanding of where to draw the larger wrinkles in the next step (Fig06).
I went on and added some dirt to the skin, and gave the skin more colour variation. I used 3DTotal Textures V4:R2 (Humans & Creatures) to enhance the details of the skin further. This helped me to achieve the right age of the model. Because my model is supposed to be an older and poor man, I added some more facial dirt, and implied an element of skin disease present (Fig07).
Next, with the help of the overlaid displacement map, I painted in the big wrinkles (Fig08 - 09).
This allowed more detail for the skin and the model (Fig10).
I then added the tone of colour for the beard and other areas of his head, and gave more detail to the nose (Fig11).
I continued by adding all of the tiny details that were needed to achieve an elderly male look in the skin (Fig12). With all of the textures painted, Fig13 shows how the model looked when rendered.Â
To make the skin look more realistic, I used Mental Ray's fast skin SSS shader. For this, I needed to make two more maps: Specular (Fig14) and Translucency (Fig15) maps. I created these from the final texture colour map. Both maps had the resolution of 2048 by 2048.
Fig16 shows the rendered image of the Fisherman, having used Mental Ray's SSS shader.
After achieving the right skin shader with all of the necessary maps, I went on to make the hair for the model. I used two maps for the hair modifier; one for density and one for the colour of the hair.
Fig17 shows the hair pass for this render of the Fisherman, and Fig18 details the final render with hair and background composite. Finally, Fig19 shows the final colour-corrected render.
This image was created using a few of the hundreds of textures from the Total Texture CDs - very comprehensive texture collections priced with the hobbyist in mind. To see more examples, download free
samples and read full details follow this link