This is a WIP progress report in trying to get a scan on the base of the ten24 reference images to a animateable and good looking 3d model in blender. testing some workflows and testing the pipeline, and learning the changes in blender 2.80
DAY 1 - 6 hours
Tried to get a 25 million scan from Agisoft Metashape (Photoscan) into blender for retopo was defintive overkill, basic editing was close to impossible, and retopo stuttered quite often. Defintive a ram problem on my side, but also shows some room of improvement since those lags weren't constant.
Anyway resided using a 7million scan instead . Using the edge extrude method I was able to get the lowres mesh in less tan 6 hours. Longest time modeling wise was the ear, but I actually enjoy modeling these.
comparison 3d scan and retopolised model after 6 hours.
She looks actually much younger in the reference images, definitve something to investigae
Day 2 - 14 hours
Baked a normal map from the 25million mesh, and added an eye blink morph and added some eyebrows / animated a small test animation and rendered it
DAY 3 / A few hours during the week
Wasn't able to keep continiously on it, so no time measure from here
Tweaking the normal map / and the eyes took the longest time. Instead of a tearline geometry, I experimented with an harsh ambocc shader. The iris is a mixture between a real image and some repetitve bark texture wich has been eroded in gaea. Grow longer hair. Commbing is a bit frustrating in blender...I defintive need more training on this. Also added a basic specualr map to the face. It's subtle, but a variing spec for the eyes mouth and nose give this thing a more fleshy apeareance. Also dialed back the makeup for the color map a bit
Day 3 Addendum
While playing with the hair, I tried something different. Planned was a wood like apeareance, but the hair shade didn't allow what I wanted, so I switched to gold. Note to myself, the intersect output of the hair info node is the V coordinate of the hair. Definitive will edit the color map a bit more, since I do like the more younge rlook.
this is how this frame looks in lookdef mode
Updated the gold texture for an animation
Removed the lower frequency of the normal map using frequency separation. Some fuirther work on the normal map. Added upper teeth, more hairs and some work on the eyes
Made the irises smaller and darker, some minor tweaks to the hair, and rendered with a higher sampling rate.
(denoiser flickering in hair)
Mainly eye work. Some skin changement.Wished I could dial in a color value according to the light intensity,
simulating a slight blue shift in reflections, while having warmer colors in less reflective areas