| Like
the 3D geometry, all the head's textures were created by hand using Photoshop.
There were no photographs or scans used as texture maps.
I avoided adding exsessive
wrinkles and freckles, which made the task of producing photorealistic
results more demanding.
The Specular map
can also be applied as a Reflection map. An Incidence
Angle Gradient should be used to reduce the map's influence
on geometry that faces the camera.
Note that the Specular map
is also quite dark. Dry skin is not very shiny. The Bump map
is based on 50% gray; with raised surfaces, such as hair, being
light, and wrinkles being dark.
The best way to apply
an image map to a human head is by using a UV map. This
way, the user has full control over eliminating any texture
stretching.
When adjusting geometry
in the UV view, its results can be interactively seen in the
perspective view.
In
a future article, I'll detail how to create a custom UV map
that expands on the projection types that are currently available.
For rendering, LightWave's
built in Global Illumination tools were used.
A High Dynamic Range Image (HDRI) of a beach worked
in conjunction with Radiosity to make up the lighting
environment.
A low Rays Per Evaluation (4x12)
coupled with Zero Tolerance and Shading Noise Reduction yielded
high quality Radiosity shading at low render times.
For enhancement, 2
spot lights were used to cast additional specular hits. Traced
Reflections of the HDRI image completed the highlights. |