ZBrushCentral

Close Up portraits

Amazing Skin Shading and fur compilation…3 cheers…Toprow-You deserved it…

Incredible work,impressive job:+1:small_orange_diamond:+1:small_orange_diamond:+1:

Wow!!! Really great work. Congrats on top-row!
:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:

Incredible work, after that, you make a new standard for closeups. Five tumbs up for all you made in this 3d model, she is very beautyful. Great sens for portraits !!!

The detailing, skin coloring etc look pretty good on this model. There are some distracting features though. On the bridge of the nose, parts of the forehead etc, the bump/texture level is too high as these areas are fairly smooth. Also, her facial fur is a bit strong and distracting, especially below her lower lip and on her left cheek. Women’s facial hair is not uniform length, it varies according to where it’s located (like longer above the upper lip, and and virtually nonexistent on the forehead, nose, short on front of chin, etc)

it don’t get no better than this…!!!

Great work.details are too good

I challenge you to very closely re-examine a range of examples of women’s faces - You’ll find that the level if bump in this model is completely justifiable.

Your comments regarding the variable lengths of fine hair on the face may be correct, I haven’t examined that question, but I have definitely seen young women with facial hair of that length.

I find that there is much more variance in human features than most people consider possible. Usually if someone says “it can not be” they are probably wrong.

Beautiful. I’ve never seen something like this before.
Congrats for TR :+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:

looks flawless to me. Can I request any shots of the texture maps you used.

Words cannot describe the brilliance of realistic detail and dedication to actual life referencing is beyond epic!

Please share your process!!!

Thank you everyone, really apreciate the comments :+1:

Yes, I used monica photos to create the texture :slight_smile: I explain this later in this post.

Well, I was afraid of being too much exagerated with the fur. If a configured shorter, in some images was almost invisible. So I decided to exagerate a little the effect rather than being almost invisible.
Anyway, I don´t see it too much long :slight_smile: I have some reference photos where you can appreciate that this hairs can be long. It depends very much on the lightning conditions, and of course, the model…

I am going to create a “making of” similar to the one that I made for “Poker Master” image for my web. Until i have finished it, I put a little summary of the process of the face:

  • Base modelling in maya.

  • Zbrush to increase a little the resolution, and adjust some proportions.

  • Back in maya, unwrap the Uvs to create the tetxure.

  • I created the texture using photos of “Monica”, from the dvd “Essence the face”, they are high quality photos of a model and I think they are a great source for skin textures. In Bodypaint I used “freeze3Dview” command to project the photos on the geometry, and then in photoshop I blended the different projections to create the final tetxure.

  • In zbrush, with the medium geometry and the texture, I created the final hi-resolution using the texture as the base for adding the detail. Also added some lumps and distortion to the skin to give more organic appearace. I generated the normal map, and also a cavity map that I used for specular.

  • Back in maya, first I set the lightning (only one area light) and then the shaders. I broke down the sss shader to have different passes for epidermal, subdermal, etc. (I show you the process of this later).

  • The eyebrown and eyelashes are cylinders, placed one by one manually with a big amount of patience :slight_smile:

  • Set up the eyes, teeh, hair, fur, and render all this things in different layers.

  • I merged all the layers in photoshop to get the final images.

Detail on the skin shader:

This are the textures I used. The weight values here are not important becouse I am going to breakdown the shader and compose later in photoshop.

For breaking down the shader, I made different ones changing the values of the weights. For example for the diffuse pass, the weight of diffuse is 1 and epidermal, subdermal, specular, etc is 0.
With this shaders I got this renders:

Then in photoshop, I used this blending modes to create the final skin.

Look that I made a mask for the reflection pass. Maybe you can duplicate the spec to create different brights in different zones, change the contrast, etc… This is ok for me becouse i am creating still images. If it were for animation, I would have to paint the weight of the textures before rendering the passes.

OK, more or less this was my process for the face. Hope not to have been very bored :o

Thanks¡MATERIALvalues.jpgSSS_PASSES.jpglayersPhotoshop.jpg

Thanks you very much friend. funny thing is that i am using the same monica tex at the moment LOL. But yes your renders are amazing :slight_smile: Congrats on the success.

DAVID! I got more questions for you if you dont mind :smiley: What was your approach to do the skin pores / Details in Zbrush and what about the eyes ?

Thank you very much for the walk through. I cant wait to see the video when your done.

Do you intend to include how you did the whites of the eyes and the teeth? Both of which are the best I’ve seen anywhere.

Your work is awe inspiring, truly.

fatastic job…I love it…I can’t wait to see your break down of the eyes…
and thanks again for the SSS breakdown, very helpful!

Very well done
i did not think this kind of work can be done untel now thanks for posting
but thare is one thing i wanted to ask about your base mesh, did you make it useing plane modeling? or modeling box modeling?
any way keep up the good work and i look forwerd to that tutoreal

Thank you guys¡

Yes, I think I will include also the set up of eyes and teeths.

I made the base mesh years ago, with nurbs and then converted to polys, but now its an obsolet technique ( I think). Now I would create a superlow mesh in maya with the correct topology, and then add detail in zbrush. Or maybe with zspheres, but I don´t control it very much…

Thanks so much David. I’ll be looking / Following this thread :slight_smile:

Excellent work! And what’s even better is you showing your workflow!..Thank you for sharing David!