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One last note: the female bust is based on a somewhat iconic Richard Avedon photo of Jacqueline de Ribes.






Here are some beauty shots of Buster. There are a few little things with the normal map that I want to clean up and some small details in his face and body, but this is pretty close to the finished vision. My goal was to combine the diffuse, spec, and bump maps in a way that somewhat "realistically" simulates many different kinds of materials.

Some typography explorations and a test render of Anna that I made with Maya, Mudbox, and AfterEffects. The result is coolish, but I think I'd rather draw the characters by hand than use 3d models. The process I used to achieve the flattened effect was to use toon shaders with a highly-detailed bump map (to pick up the strands in her hair) and then in AfterEffects split all the color layers and reassemble them like a screen-print.



Here's my progress on Buster. Spent a few hours on hardening the angles in his hair and on his body. Also tried exporting a Normal Map to a low-poly mesh and am pretty happy with how the results are reading in Maya. There are a few artifacts I have to work out, but otherwise it looks much higher-poly than it is.


Here's a preview of the Buster Model. The first image is from Mudbox with 5 levels of subdivisions and the second two images are exported normal maps on the base model in Maya. Still tweaking him in Mudbox. This was an (unsuccessful) test from Mudbox to see how a normal map would render out for a base level mesh, but there is not nearly enough geometry to support it, causing the ugly shadows. Also a little lost on the textures. I'm caught between wanting to do photorealistic textures and stylized painterly look and just need to decide.