Yan Yan's profile

A715 - Character Look Development Project - Lucy

Part 1 Look Reference

He name is Lucy. My concept of this character is a heroine of a film about the end of the word. She is tough and strong, she is also a lonely girl. She is the only one survived in her family. She is beaten black and blue but she will always keep fighting for herselve, for the last hope.
This is a reference I chose from the movie Triangle. 
She fought alone for a few month at the end of the world. The living environment is from bad to worse. She can't get enough food and rest, so she looks exhausting. Her skin is dirty and dry, and she has a very dark circle under her eyes. She lost her family, her friends, everything she used to have, so she has stern, cold eyes.
She has some wounds and scars on her body. The thing she feared most in the past is pain. Now she is already used to bear the pain.
Her clothes are worn and dirty.
I prefer to use mental ray or renderman in this project.
Part 2 UV’s, Bump and Displacement of the Characters Head
           Shading and Texturing of Head and Eyes
 
1. UV
I  separated the UV of the character's body into 4 parts., face , arms, legs and body. 
2. Displacement map
I put eye brows, lips, scars, acnes and some wrinkle around the eyes in to displacement map.
I tried to paint it in Zbrush at first, but is didn't work well in maya. So I just painted it in Photoshop, it is more famliar for me. I'd like to try to practice how to use displacement map with Zbrush in the future. I think it will be more effective. I used a middle tone of grey as the basic color. She has very dry lips and there are also some small wounds on the lips. The scar on the left cheek is a kind of new wound so it is sunk and deep. And the edges of the wound is a little bit turnup. The scar on her right eye brow is an old scar, so it is raised.
Because displacement map will increase the render time. I am just thinking about to put the wrinkles and some small details into the bump map to save the render time.
 
3. Bump Map
I used a real skin texture as the backgroung of the bump map to give her face a real skin grain. I reduced the saturation of that skin picture to make it grey. It's hard to see but I also pust some pores at the area of her forehead, jaw, nose and near her nose. And I painted scratches near the wound on her left cheek.
There are still some problems like the pores on her nose are sort of deep. That looks a little bit nasty for a girl. I will reduce the volume of them.
 
This is the network and setting of displacement map and bump map.
This is the result of displacement map and bump map.
 
4. Shading and Texturing of face and eyes.
I used the misss skin shader on her face.
After assign the misss shader to her face, click "use selected" botton on the window of choosing the lightmaps. And increase the lightmap samples to reduce the noise. 
Then I adjusted the attributes setting of each layer of the shader one by one from subdermal. 
A. Back scatter layer
I created a back light and parent it to the camera. So that you can see the light come through her head from back.
B. Subdermal scatter layer
C. Epidermal scatter layer
Different parts of skin have different volume of specular, so I still need to paint a specular map.
Then adjust the weight of every layer.
Then I started to paint the texture map of each layer. I don't have a map of back scatter layer becase that I saw a tutorial talked about each layer's impact. Back scatter layer is the hypodermico f skin, like the color of vessels and muscles. Subdermal scatter layer is the dermis of skin. Epidermal scatter layer is the epidermis of skin. So I thought every layer should include different part of the skin. 
So I didn't paint texture map of back scatter layer and also only a skin picture in the diffuse color. That cause some consequences, like the render result looks kind of grey, I lose some color in the map.
A. Map of subdermal scatter layer
     I use an orange back color in this layer. I have the dark circle around the eyes, the scar, wound, bruise and the red, pink color on her cheek and lips.
B. Map of epidermal scatter layer.
     I use a light skin color as the backcolor in this layer. I also have the dark circle around her eyes, the scar, wound and bruise. And I added the color of eye brows, lips and the freckle on ther face.
C. Map of epidermal scatter layer
     I use a real skin texture picture in this layer.
D. Map of overall color.
I use a white color as the backcolor. I put the bruise, some dirt and blood on it.
I still need to adjust the position of that dirt and blood. And think about why does it show at this place.
I also need to paint the specular map sa well.
This is the network of my misss skin shader.
5. Shading and Texturing of Eyes
This modle of eyes have two part: iris and eyeball.
The eyes is very important to this character. According to the personality of her, I want her to have the clear stern, cold eyes.
I assign blinn shaders to both of them. So I give a transparency map to the eyeball to make the iris area of eyeball have the transparent shell.
And I blurred the edge to make it looks more real and natural.
Color map of eyeball.
She has blood shot eyes.
Bump map of eyeball
The network and the attribute setting of eyeballs' shader.
Color map of iris.
Bump map of iris.
Network and attribute setting of iris shader.
Close up of eyes
 
Render Stills
The references I show before give me a lot help during the process of shading and texturing. The girl in the end of the world that i imaged before is beginning to show. Even though I still have some problems to fix.
A715 - Character Look Development Project - Lucy
Published:

A715 - Character Look Development Project - Lucy

Character look development

Published: