Graphics Reference
In-Depth Information
project did a good job with them, and we don't
want to mess it up. Instead, focus on painting the
sides of the head that are easily displayed in the
side projection. Certain portions of the front of
the face, like the sides of the nose, are better seen
in the side projection, so zoom in on them and
carefully paint them now.
In this way, you can proceed by switching back
and forth between the front and side projections
as your source, refining the paint job on the model
in 3D. If you are going to have a bald character
(or are painting an animal), you can also include a
top view with a different reference image and
projection. Figure 7.38 shows the finished head in
the 3D view.
If you reselect the “final face unwrap” channel as
your active one and examine the image in the UV
Editor, you'll see something much like the creepy
thing in Figure 7.38 . Make  sure  you  save  this  image 
from the controls in the Image Editor . Blender will not
save such things automatically when you save the
BLEND file itself, meaning that quitting without
specially saving the image will void your work.
Figure 7.37   After  painting with  the  front  projection.
In Figure 7.38 , you can see several places where the originals combined from only two points of view
created less-than-ideal results. The lighting and saturation was off a bit between the two, leading to the
fairly “hot” color on the sides of the head. A good shot of the neck and underjaw areas was lacking. There
remain two vertical portions of darkened skin rising from the outside edges of the eyebrows. Also, a few
glitches are showing due to a lack of precision in the Project Paint feature itself. All of these problems are
easily fixed within your favorite painting program.
Completing the Head Texturing
Creating a decent skin material isn't easy, but having a good starting texture map goes a long way toward
the goal. Remember that a good material will show variation in color, specularity, and roughness. If you are
familiar with image editing software (GIMP, Photoshop, or similar packages), you will be fine. If not … the
operations we're going to perform are relatively simple and any tutorial that covers the basics of painting and
filtering in any package will get you up to speed quickly. For this brief demonstration I'll be using something
that almost everyone will have access to: GIMP, a free, open-source image manipulation program.
To make a roughness map for use with the Normal influence channel, load the color face image that we
created with projection painting into your image editor and change it from RGB to grayscale (GIMP: Image
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