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Videos > More Videos like "OMS - Part 10b - Creating a Face Texture From Reference Photos"

OMS - Part 10b - Creating a Face Texture From Reference Photos 08:52

The second part here is a pretty simple technique and could probably be summed up as: using a normal map from max to find out where the mesh overlaps itself. If you know exactly what I'm talking about with that statement, you can probably skip this tutorial, but I thought I'd include it for completeness.

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  • This tutorial takes a look at using reference photos for creating a head texture. If you have photographs that can work, there really isn't any reason not to use them since they can often provide plenty of subtle details that would be very time consuming to add otherwise. These videos are a bit long since I'm having trouble finding good "break" points for digital painting techniques. Will try to make them more bitesize in the future.


    by:
    ericmaslowski
    views:
    2,933
    added:
    12 mos ago
    language:
    en
  • Often, when stitching/cloning/copying a face texture from parts, you can get areas that are blurred and smeared. This addition to the previous tutorials goes over how to use the nagel brush series to reintroduce some of the lost detail. The tutorial also shows the benefits of multiple UV channels and using them to add detail procedurally in Max.


    by:
    ericmaslowski
    views:
    459
    added:
    12 mos ago
    language:
    en
  • This tutorials walks the user through a complete unwrapping session and points out problems often encountered when dealing with organic models. Such topics in these tutorials include: Pelt Mapping, Relaxing UVs, Unwrap UVW Setup, Pixel Distribution, etc. Once comfortable with the concepts and techniques here, I recommend you look at RoadKill.


    by:
    ericmaslowski
    views:
    1,651
    added:
    12 mos ago
    language:
    en
  • This tutorials walks the user through a complete unwrapping session and points out problems often encountered when dealing with organic models. Such topics in these tutorials include: Pelt Mapping, Relaxing UVs, Unwrap UVW Setup, Pixel Distribution, etc. Once comfortable with the concepts and techniques here, I recommend you look at RoadKill.


    by:
    ericmaslowski
    views:
    7,397
    added:
    12 mos ago
    language:
    en
  • Introduction to a complete series of tutorials for modeling and texturing a human head sponsored by Ego Farms.


    by:
    ericmaslowski
    views:
    3,306
    added:
    2 yrs ago
    language:
    en
  • This tutorial goes over how to create bump maps and how to quickly create one using your color map as a starting point. It will also cover how to breakup your bump map with high frequency noise at the shader level for those closeup shots.


    by:
    ericmaslowski
    views:
    2,951
    added:
    12 mos ago
    language:
    en
  • In this tutorial we use a sphere to speed up the modeling of the skull and neck areas.


    by:
    ericmaslowski
    views:
    1,172
    added:
    12 mos ago
    language:
    en
  • This tutorial will show you various ways to mirror your object and the pros/cons of each. It will then demonstrate various methods of subdividing your mesh


    by:
    ericmaslowski
    views:
    1,138
    added:
    12 mos ago
    language:
    en
  • add more believability to your lighting with physically accurate lights


    by:
    ericmaslowski
    views:
    2,018
    added:
    12 mos ago
    language:
    en
  • This is a two-part tutorial which exploits a little known capability of Max to create a head. I personally find this technique easier than box modeling for heads since your topology and edge flow are there from the beginning. With box modeling, there's a lot of division, connecting, turning, etc. to get basic topology in place.


    by:
    ericmaslowski
    views:
    2,681
    added:
    12 mos ago
    language:
    en