Sajjad Nasiri’s beautiful tribute to the talented Loish

To coincide with 3dtotal and Lois van Baarle's Kickstarter project, 3D modeler Sajjad Nasiri has written this tutorial for his piece Visages made in ZBrush and 3ds Max

Concept

I found the concept for this model on DeviantArt; it is based on a concept by Lois van Baarle. Her original artwork is of three female faces, each a different color, blue, pink, and purple. I decided to start with the pink face.

The original concept by Loish. © Lois van Baarle

The original concept by Loish. © Lois van Baarle

Modeling

I decided to make this model in ZBrush and 3ds Max. To start I needed a nice topological mesh for the head, so I started by creating polys for the main facial features; the eyes, lips, and shape of nose.

Creating polys of the main facial features

Creating polys of the main facial features

I was looking to perform good topology for this model, I didn't want it to be ugly! To add the little extras such as eyelids, ears, and eyelashes, I exported the model by GoZ from 3ds Max to ZBrush; and deformed the polys by using the Standard, Move, Topological and Smooth brushes. Deforming and moving is really fast in ZBrush, so by switching software it makes things go much faster, I went back to 3ds Max when I need to add some Edge loops or change vertices.

Switching between 3ds Max and ZBrush

Switching between 3ds Max and ZBrush

<h5>Adding the neck and shoulders</h5>

Adding the neck and shoulders

I repeated this process for all the various parts of the model, including the ears, eyes, and teeth!

Ears

Ears

Details of the eyes and teeth

Details of the eyes and teeth

Finally I added the hair. I made Planes along their paths and used a Shell modifier to add thickness.

Adding the hair

Adding the hair

UV and texture

Everything was unwrapped in 3ds Max, then used Photoshop to make texture maps. I added freckles to the cheeks and a touch of color around the eyes for the make-up, so there wasn't really a great deal of texturing for me to do! I just picked color from the original concept and select suitable brushes and tap somewhere!

<h5>UV</h5>

UV

<h5>Texture maps</h5>

Texture maps

Texture map of the eyeballs

Texture map of the eyeballs

Lights

I used two key light with two colors that one of those had shadow and two backlights. You can see Lights Layout and options.

Positions of the lighting

Positions of the lighting

<h5>Light options</h5>

Light options

Shadows

Shadows

Material and render

I used Standard material for the face, and Composite material for Diffuse map. First an Ambient/Reflective Occlusion map with 50% Multiply affect and second a texture bitmap. This gave me some smooth shadow and line over some places.
And for all the Standard material I turned on the Contour option in Mental Ray Connection and use Contour Fade Depth for the map. This helped me to create something like Toon material.

Materials of the hair, inner and outer eye

Materials of the hair, inner and outer eye

I used Mental Ray for the render

I used Mental Ray for the render

<h5>Mental Ray options</h5>

Mental Ray options

Final Image

Here is the final image of Visages – Pinky Girl. I showed the finished piece to Loish and luckily she liked it, I plan to make the purple face next, watch this space!

<h5>Render passes</h5>

Render passes

Related links

Click here to see more of Loish's beautiful work
See more of Sajjad's work here
Back the 3dtotal & Loish Kickstarter here

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