11:56
OMS - Part 12 - Creating a Specular Map from an Exisiting Bump Map
This tutorial goes over the concept of specular maps and how to paint one using an existing bump map as reference.
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.
35:02
OMS - Part 10 - Creating a Face Texture From Reference Photos
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.
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.
25:59
OMS - Part 08 - Modeling Complex Organic Forms (an Ear)
In this tutorial we'll take a look at how the spline method can be used to model a very complex form, the ear. We will go over several tools found in EditPoly for creating overhangs, and also look at attaching the ear seamlessly with an existing head.
Explore the interface and general organization of the software
use real world lighting calculations to get soft, beautiful lighting in your scene.
25:31
OMS - Part 10c - Creating a Face Texture From Reference Photos
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.
08:52
OMS - Part 10b - Creating a Face Texture From Reference Photos
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.
Introduction to a complete series of tutorials for modeling and texturing a human head sponsored by Ego Farms.
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