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Maya VFX Fundamentals

Week 6: Facial Detailing, Texturing and Animation Setup in Maya, and Texture Correction in Mudbox

This week, we learnt how to add a UV texture to an organic model, a human face in this case, using both Maya and Mudbox.

In Maya, we imported the skin texture to the project. Then we created a UV map from the model in the ‘UV Editor’, and using the ‘grab’ tool, we started to adjust the UV map to the texture imported. Since the texture imported was designed for models with opened eyes (ours had the eyes closed), we exported it to Mudbox and, using the stamp tool (similar tool to Photoshop stamp), we edited the texture to match the closed eyes of our model. Once finished, we imported the edited texture back to Maya and re-adjusted it. Since the texture was looking completely flat, we added a bump map using the ‘Hypershade’ to add the pores, marks, and facial lines effect to the skin. Finally, we also added a UV map texture to the eyes and, using the ‘Animation editor’ we opened the eyelids of the model so we could see the eyes’ texture.

I had some issues with the UV map as my model mesh needed to be adjusted in the middle part of the nose (I had some triangulated mesh there so needed to make it squared and follow the rows and columns of squares, to make it more symmetric). Once adjusted, the UV map started to respond better and I could adjust the skin texture more accurately.

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