Gunnery Sergeant Thomas Highway
军官 Thomas Highway肖像制作流程
作者: Stanislav Klabík, Czech
Hi all, my name is Stanislav Klabík and I would like to show you the process of making of my latest personal project named “Gunnery Sergeant Thomas Highway”
I really like the movie Heartbrake Ridge where Clint Eastwood play a really tough drill instructor
who is in war with marine corps in his platoon so I decided to make a some nice portraits of him.
大家好，我的名字是Stanislav Klabik 我很高兴能给你展示我的最新角色作品：Gunnery Sergeant Thomas Highway.
我很喜欢Hearbrake Ridge这部电影。Clint Eastwood饰演一个参与海湾战争的排中的严格坚韧的教官，所以我决定为他做一个细致的肖像。
I used a simple head model for the first modeling. When I was satisfied with the result, with the base proportions of Eastwood´s face, I used this highpoly model for modeling a new topology with using the great Polyboost scripts. I used a bit heavy polycount for
his head to achieve all major proportions of his face, because I planned to make some facial animations.
Then I made a simple rig for the head and turned his head to different position, then I took this model to Mudbox and added all details like wrinkles, pores and etc. I didn´t used the displace for final render, because there was a huge difference between the FastSkin+Displace and between the FastSkin without displace implemented, don´t know why, but these shaders looks totally different in quality despite the same settings. The hairs and the facial fur like the eyebrows and e
tc. were made using the incredible slow Hair and Fur using a several maps to modify the hairs placement, length, thickness.
Here you can see the evolution of Clint
Then I started a modeling of the cloths, I used the same screens from the movie as for the head. The hardest part were the ribbons and his badges,
because I am not skilled in marine corps awards and the screens were to small to see what awards he has, I spent quite a long time with looking o
the screens and with searchnig for right awards using right words via google.
The metal badges were modeled really quick, I used googled images, tweaked them a bit in Photoshop and then used them as a stencils in Mudbox.
Then I tweaked the model for better shape and details, exported selected poylgons and that´s all, really quick way how to do these type of things and with great quality.
Background is based on the movie too, I changed only some small details. Some peoples were confused why I used so many polygons for windows and some other parts. That´s was beacause of quality, final render was a bit blured because of DOF, but there were a difference between the renders with background with sharp-edged objects and between the background with chamfered and smoothed edges. And I want as much quality as possible so I that´s why I used so many polygons for this simple background.
exturing and Materials：贴图和材质
I did texture only for head and ribbons, for head I used color, specular and bump map. I used only overal color slot in FastSkin material, but you must know
what you are doing when you are using only this slot. I used only one color or the mix of two colors for the rest of the color slots in FastSkin material. When
I matched all color tones of his faces I did the rest of the maps. Textures for ribbons were really simple, only colors, everything else were made in geometry
For clothing I used again the FastSkin material with simple cloth texture with pattern, this provide the soft look and together with the small
strong bump provide the soft fuzzy look.
Eye use FastSkin together with the Raytrace material for the outer shell of the eye. Settings for the reflections is quite similar as Max Edwin has in his Song Hye-kyo project.
I used arealights, on the screens you can see their positions. The left side windows and the right side windows simulate light coming from the both sides of the room,
everything is the same as in the movie.Warm bulb light simulate warm light coming from above.
Back window simulate the light coming from window behind him. Light uses the raytraced shadows.
Background uses several lights.
I used Mental Ray for character and Vray for background. I am not skilled in mental ray interior rendering and I din´t want to waste my time
with mental ray for interiors I decided to use Vray and match both scenes settings. For character I used camera with 130mm Lens
Mental ray settings：Mental ray设置参数
In Photoshop, there I did lot of tweaks to achieve a little bit specific look of 80´s movies. I tweaked the color balance, added a grain, at the end I added lens flare effect using the great Knoll Factory tools. But all the effect are only
a small and decent, because bad using of lens flare can kill your render sooner than you blink. I also added tiny facial fur, and tweaked some details.
在PHOTOSHOP中。我做了许多的调试使其看起来像八十年代的电影，我调整色彩平衡，增加一些颗粒感，最后我增加了镜头光晕使用强大的great Knoll Factory工具，最终我只使用了一些特效，因为一些镜头效果错误的使用会使缺点多过闪耀的地方。所以我增加了一些皮肤的软毛和增加一些细节。