I then started work on creating the shopkeeper, whose character was designed by Mauro Baldissera (www.maurobaldissera.it) (Fig.04). I used the biped of Character Studio for the rigging and skinning phases (Fig.05). I then unwrapped the high poly model, and here you can see the process of creation of a physically correct skin texture with a sub surface scattering effect (Fig.06 – 07).
然后我开始做店员,这个角色是Mauro Baldissera (www.maurobaldissera.it)设计的,我使用Character Studio的骨骼绑定和蒙皮,然后在高精度模型上展开,如你所见,这个过程是要让皮肤贴图产生正确的次表面散射效果。
Fig.04
Fig.05
Fig.06
Fig.07
Fig. 08 details the distribution map of the beard, eyebrows and hair, which was based on the face’s UV.
图08所示是胡子,眼球和头发在脸的UV上的分布。
Fig.08