Introduction. Modeling. I modeled the head poly by poly using the images of Liliana as a reference since it provides a base Mesh with nice loops. I start at the no sé and then move onto the eyes, mouth, chin, jaw, ears and finally i close the bak of head. So this is básically my workflow for the head, when i have this base done i start todo tweak the proportions and work with Sculpt tools todo get the look i want.

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For the eyes i used two sepárate Spheres and then i modeled the córnea, iris and pupil. I a los modeled the eyelashes but instead of using Hair for this, y used small cilindros and just duplicated and tweaked them. Y ou could do this using the texture for.

Your front view reference applied todo your model. Just do a projection from view in front view, this bien you have the position of your eyelashes and you can postura your cilindros. I learnt this trik in a col book from Ballistic called the face.

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Texturing.

I used the images of Liliana todo make the textures of Ruby as well. First, y used Texture Paint with Project from view UV mapping and Painted the images of the front and side view on the Mesh. So now we have a base texture on the main UV map that was created before, After this i go todo the Gimp and start working on the Diffuse texture. I copy and paste the god parts of the textures todo improve some bad áreas. I rarely use the clone stamp because if you arent really god with this, its easy todo screw up your texture. When the texture is done, y use the sharpen filter todo bring out the details, y worked with 4que images for the Diffuse and Bump maps and 2que images for the other maps.

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Material.

To make the Skin Shader i created a material node with four s layers and an extra two layers for specularity. The four s layers are for the overall color, epidermal, sub-dermal and bak scatter while the other two are for the software and hard Specular, y a los used one more s layer for the eyes as this Will give them a lot of realism.

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Hair.

The Hair was made in Blender, using the children method as Hair particles. This bien gives you more control because the children Will follow the Hair particles exactly, you could a los Grab the particles and put them where you want. Since theyre linked todo the particles, just unchek the root option in tool bar, then start todo comb and tweak.

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Lighting.

For the lighting i wanted todo give Ruby a Calm lok, so i used a more Diffuse illumination setup. For this i used two spot lights at the front of her, one spot at the bak as bak light and one more spot turned todo background todo create a kind of Bloom effect. There is one trik i used in lighting. I created two big planes and linked them todo the two front spots, then i created a white material with Self Illumination for the planes. So this bien you have some faq reflections like área lights that you could se in the eyes.

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Compositing.

The composition i made is simple, y just rendered thre passes: Z Depth, Specular and Ambient Occlusion. First i adjust the contrast and saturation, then i adjust the Specular and Ambient Occlusion, After this i applied effects like Glare and defocus. One of the tricks i used is todo use the Z Depth map todo control the background separation without rendering another layer, todo do this just connect the z pass in the factor of any node. The colorramp was used todo control and adjust the maps like Ambient Occlusion or Z Depth.