P4: Entire Character
The final project is to present the full character. I have changed the texture maps and shaders a lot.
The Subsurface Scattering Shaders for the limbs need more twigging.
The Shirt Shader Network:
Render of the Shirt:
(The displacement map is making the shirt look faceted,
due to the low number of polygons
)
The Scarf Shader Network:
Scarf Render:
The Shoes Shader Network:
Shoes Render:
I integrated Milly into an old project that I did, and I redid the lighting and texturing
for that piece, as well as re-composite the layers. Harry finished a simple rig for me in time,
so I could pose Milly in the Christmas Tree scene.
This is what my Nuke script looks like:
Final Render:
Posing Milly in an environment helped fixing problems
that otherwise would be hidden.
For example, I realized her skin was too pale,
so I changed the weight of the epidermal and subdermal layers in the SSS shader.
When I did the turn table for her,
I also found out her eyes went in when she's in the profile view,
because I forgot to turn on refraction for the sclera shader.
Before & After the fix:
After doing the integration and had critiques in class,
I fixed the "wrong geometry with wrong UVs" issue
(error can be seen on the right arm,
where the pinks appear on the wrong place).
I made some changes to the clothing and the shoes.
I changed the color of the buttons to lavendar so they will stand out more,
and I added some bump map to create some texture for the scarf and skirt.
I also threw in a displacement map for the socks,
so they will have more details as Bridget suggested.
I had a lot of fun on the shoes.
I made the edges along the leather parts darker,
and made the stitchings stand out more.