I spend almost the last year finishing my exams at university and doing some jobs. In that time I worked quiet a while with XNA, Microsofts free Game Framework, learning the basics of shader programming and realtime rendering techniques like "Deferred Shading", as well as rigging, sculpting, painting,...
But now I finally started to work on my diploma thesis. My goal is to expore the uncanny valley a little bit, while creating a realistic character. As I did the some scribbles for the character, I noticed that I always start to create more fictitious, than realistic characters. Also it would be fun to develop such a character, it wouldn't suited my "uncanny valley" topic well. I finally decided to create a copy of a real person. Here I have the possibility to take a lot of reference pictures and texture samples and compare the results of real and virtual model.
Now that the first parts of my diploma project take shape, I decided to start this blog. Here are some screenshots of my current progress:
The model consists of 12 mesh parts, because of the different shaders. For example the head, the mouth and the arms will get skin shading with a subsurface scattering approximation.
The eyes are split into 3 mesh parts:
- the basic color (white, iris, pupil)
- the reflective outer part including the lens
- a layer with the eyelashes and some shadowing of the edges.
Right now the polycount is at about 13.5k triangles. Adding hair will increase this of course.