It seems I spend a great deal of time thanking Kent Trammell for his videos.
Perhaps I should do so more directly, I’m not sure he’s heard any of my thanks thus far, but I can’t see him on G+ so there we go. Gratitude extends only so far, and FB is far too far.
In my usual style of trying to pick and choose bits of learning from a larger programme, and thanks to a tip from +Thomas Sanjurjo, I took a look at Creating a Realistic Head in Blender over at CGCookie. Skipping over the sculpting part and getting straight into skin texturing, I fired up my Jon Stewart sculpt and plastered it initially with pixels from the low resolution photo I used as a source for the sculpt.
Then moving onto the next video, I was instructed to ignore the delightful (snrk) colour-map that I’d created. So I put to one side the messy, low-res, hack-job of a texture and delved into the sub-surface shader world.
I had been aware of the wonders of SSS previously, but with my brain firmly planted in Cycles-land and being a thoroughly impatient fellow (CPU rendering!??! Whaaaaaa…), my first dealings with the concept were a frustrating chore.
In stark contrast to that experience I found working through the video to be a wonderfully methodical, comfortably predictable, easily understandable pleasure.
And at that point, my impatience kicked in once more and I jumped ahead, slinging textures on, inexpertly mixing them in the SSS settings, knowing not what I was doing. This was very silly of me, but I quite like the outcome.
I’m going to go back to the first couple of videos and either add detail to this model, fixing the various ways in which it’s wrong, or produce another one from scratch, because what I see thus far is quite promising, and it was easier than I thought it would be 🙂