Blender

Blender

Ronnie42 Sep 4, 2017 @ 7:20am
Human texturing, face painting, etc...
So I'm trying to get the hang of human 3d modelling/texturing, I finished making a head, started texturing a human head based on real reference (me), then I notice the quality of the images don't seem to be of a decent quality for using for face painting. I'm curious what people generally do for making custom faces because obviously I can't just use the same images for face painting for everything because I want to make zombies but for obvious reasons human faces texture painting won't look right for everything. Also I'm only able to get front, side views by myself so using face painting might be a bit more difficult to do since I'd rather not get someone for picture taking 24/7 so think be best to look into alternate techniques.

As far as I can gather if I have short hair then I can put planes all over face to make hair related things but mainly trying to figure out the face. Also I'm hoping to use these features in UE4 so I don't need to worry about complex shaders in Blender.
Last edited by Ronnie42; Sep 4, 2017 @ 8:20am
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Filipe Sep 10, 2017 @ 2:19pm 
Best thing make a front plane silhouette of a full human not only a head, add some thickness add loops ,add subdivisions than sculpt it with auto smooth checked on. For texture you can use procedural materials, create a big texture to unwrap lightmap bake the texture with all you want shadows, AO, etc and you can paint at the end with alpha channel on to make hair,scars ... That'd what I know and do. Good luck
PS when you bake your texture put the most possible polygons to create a real nice texture to create an effect of high poly model with low poly on game.
Last edited by Filipe; Sep 10, 2017 @ 2:29pm
Ronnie42 Sep 11, 2017 @ 7:30am 
Originally posted by Filipe:
Best thing make a front plane silhouette of a full human not only a head, add some thickness add loops ,add subdivisions than sculpt it with auto smooth checked on. For texture you can use procedural materials, create a big texture to unwrap lightmap bake the texture with all you want shadows, AO, etc and you can paint at the end with alpha channel on to make hair,scars ... That'd what I know and do. Good luck
PS when you bake your texture put the most possible polygons to create a real nice texture to create an effect of high poly model with low poly on game.

Not sure if I'm understanding this correctly but Procedural materials are generated in Blender then can be reused exported out for engines like UE4?
Also I'm a bit confused about the lightmap. Should the UVW map be the exact same time UVW layout as textured UVW's?, curious since previously was creating different UVW's due to face painting.
Ronnie42 Sep 11, 2017 @ 7:31am 
Originally posted by Mr Chappy:
Some of these might help you with an overall view to the techniques that are used :

http://www.cgsociety.org/news/article/3356/organic-vs-hard-surface-texturing-how-to-s-from-milen-piskuliyski-

http://www.cgsociety.org/news/article/2684/hanza-making-of-by-j-hill

http://www.cgsociety.org/news/article/3124/modeling-photorealistic-portraits-with-pascual-rubio

http://www.cgsociety.org/news/article/2876/tips-for-creating-realistic-skin-with-ivo-diependaal

If you google this in relation to Blender then you should find articles and tutorials that are more specific to it.

Thanks for the links, already been trying to Google it but there are many different techniques so been trying to make sense of it.
Filipe Sep 14, 2017 @ 3:44pm 
Originally posted by Ronnie42:
Originally posted by Filipe:
Best thing make a front plane silhouette of a full human not only a head, add some thickness add loops ,add subdivisions than sculpt it with auto smooth checked on. For texture you can use procedural materials, create a big texture to unwrap lightmap bake the texture with all you want shadows, AO, etc and you can paint at the end with alpha channel on to make hair,scars ... That'd what I know and do. Good luck
PS when you bake your texture put the most possible polygons to create a real nice texture to create an effect of high poly model with low poly on game.

Not sure if I'm understanding this correctly but Procedural materials are generated in Blender then can be reused exported out for engines like UE4?
Also I'm a bit confused about the lightmap. Should the UVW map be the exact same time UVW layout as textured UVW's?, curious since previously was creating different UVW's due to face painting.
The procedural materials are seen only rendered so to see it as I wrote you need to bake the texture. Example you make a skin and you want to use voronoi or something else you do and you create an empty texture (8096x8096px) with smart UV and bake it. You will be able to see the procedural materials on the texture that you will save as new texture and you can create a new UV lightmap as second UV for unreal engine but don't overlap any uvs. When you create procedural materials be sure to choose between global,UV, view etc .
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Date Posted: Sep 4, 2017 @ 7:20am
Posts: 5