Making of 'Smile at all ages'
Freelance character artist Reza Abedi shows us his 3D character workflow
In this tutorial I'll show you my modeling process from base mesh to full detailed model. Also, I will show you how I made the textures for face and clothes.
Step 01: Modeling the head
When modeling the head I started with a Basemesh I already had and built up the features and expression. I use the Standard, DamStandard, Clay Buildup and Move brushes to take the model from its primary to secondary form.
Step 02: MARI displacement
I projected the tertiary form in to MARI based on some photo scans and then imported it back to ZBrush.
There are two ways to apply this map on to the model. Firstly you can import it as an alpha map and mask it with alpha and use Inflate. Or you can import the map as a diffuse texture and make the alpha, bring it in displacement and play with the intensity value; then apply the displacement (make sure the Texture map is on). I personally prefer to use the second method.
After I applied the displacement, I added some extra detail with the Dam_Standard brush and some organic brushes I already had.
Step 03: FiberMesh and Marvelous Designer
To give the character a sense of realism I used ZBrush's FiberMesh feature to create the hair, eyebrows, and stubble.
I made the woolen jumper in Marvelous Designer and imported it back to ZBrush to add some extra details using the Noise Maker and Tileable texture. I also used FiberMesh here to give a more realistic look to the jumper.
Step 04: Texturing the Head
Back to MARI to texture the head. I made a DiffuseMap and SpecMap based on photo references, as well as other texturing techniques such as a BumbMap - which I made in Photoshop with High Pass based on diffuse map. I exported the DisplacementMap and NormalMap from ZBrush.
Step 06: Texturing the woolen jumper
Step 07: Shading
For the skin material I used VRay BumpMtl node and applied to the head, I put the VRay BlendMtl inside the base material. Inside the VRayBlendMtl I used VRay FastSSS2Mtl into the base material and VRayMtl into Coat material for the reflection. I used the Diffuse Map inside the Sub-Surface Color and for the Scatter color I used the same map and changed the color gain. The BumpMtl in VRayFastSSS2 should be the same as VRayMtl (Reflection).
Step 08: Lighting and rendering
I used just one V-Ray Dome light and inside the Dome Tex I used the HDRi map, I used V-Ray and no GI.