Marc Schimmler wrote:
>
> I just took a look at the interesting site
>
> http://www.komodostudio.com/
>
> (BTW this one's is terrible slow).
>
> I think it has been recommended by Dan Connelly. What caught my eye was
> the skin texture of the 3D character Bill Fleming has posted there. This
> one is really close to the real world (look at the areas close to the
> eyes).
>
> Any idea how he did that?
>
> Has anybody made a texture in POV that comes close to that one or this
> just a feature these $$$$$$-programms provide?
>
> Maybe we should skip the grass for a few days and start a competition on
> skin texture!
>
> Marc
> --
> Marc Schimmler
For skin textures I go with image maps. There are some really good
textures available that not only give correct skin tone but enough
variation to seem real. The additional use of normals to add pitting
and such is useful as well. Trying to get individual hair folicles is
best left to the supercomputer user. I think stuff like fine wrinkles
and creases need to be addressed at the object level and not relied
upon as a texture feature. Height fields offer a lot of flexibility
that few people utilize to their fullest extint. I think this comes
from the lack of knowledge most people have at making workable images
to be used for the height field.
For human and inhuman skin textures there are a couple of sites that
offer some selection in this regard. I posted a resource list a couple
of months ago that have sites related to these types of textures and
available for free.
--
Ken Tyler
mailto://tylereng@pacbell.net
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