Facial Skin Layered
Mapping
Part 1 – Creating the Groups
Before You Begin:
You should have the head mesh, ears, eyes, and
inner mouth completed with any smoothing and tweaking already done. You should have the model divided into
Virtualmedia Studios’ standard groups and be working within the standard
character model folder. Open the model
control file and update the revision notes then open a new version of the
model.
Note: These instructions are for a Windows PC.
- In
A:M select the HeadSkinNoEars group and hide everything else. Insure that all the outer skin is
showing and that no inner areas are visible such as the inner eye skin or mouth
sack. Hide the grid lines zoom to
extents. Click on the zoom
indicator at the end of the status bar and even the zoom factor to an even
number you can remember which still will show all of the mesh with a
little background surrounding it.
Be sure and refresh the screen after adjusting the zoom factor.
- Capture
this image by clicking in the A:M model window then doing <ALT>Print
Screen. Paste this into Photoshop
by doing File->New->(defaults)-><CTL>v. It should look something like figure
1.1.

Figure 1.1
- Next
save this file in PS format to the Reference folder as
HairSkinGideWork001.psd and create a new layer called hair line.
- At
this point you may want to paste an image to use as a guide into a layer
between the Background and ‘hair line’ layers. I used a photo I found on the web of the
actress this character was loosely based on. Make this image slightly transparent so
that you can see the model mesh background. Select the hair line layer, select the
color green (or some color that will be easy to see in AM) and draw in
your hair line using the image as well as the patch lines of the mesh as
guides. When possible move the
hair line to follow the spines of the model as much as possible. You can use the free hand draw, the line
draw or, what I do is use the pen tool to create a path. First I outline the general hair line
dragging each point a little so I get the tangent handles. I go all around and connect the last
points completing the path. I
select the Direct Selection Tool and zoom in and carefully adjust each
point and the tangents as needed to get the hair line exactly the way I
want it. Then I go to the Paths
pallet and drag the path to ‘Load Path as a Selection’ icon at the bottom
of the Paths pallet and my path turns into a selection. Making sure my new ‘hair line’ layer is
selected I then select the Marquee tool right click on the path and select
Stroke from the menu. Make the
width 3 pixels and select okay. You
should wind up with something like figure 1.2.

Figure 1.2
- At
this point I create a layer with the model mesh on it colored Magenta to
use in the guides I’ll create later.
To do this simply hide everything but the background, select the
background layer and, using the eyedropper tool select the background
color in the layer. Then do
Select->Color Range and crank the Fuzziness all the way up to 200 and
click okay. Now invert the
selection (<CTL><Shift>i) and press <CTL>j which creates
a new layer with just the splines.
With the splines and the new layer still selected, select Magenta
and then press <Alt>Backspace which fills the area. Rename the layer something like Colored
Mesh and perhaps lock it.
- Next
select the patches that will later used for the hair control decals – its
just easy to do now so why not. Duplicate
the Colored Mesh layer and name it Hair Decals and select it. You can hide the layer with the
reference picture at this point.
Using the fill tool and with the foreground color set to orange (or
some slightly different color then Magenta but one that will still show
up) try filling in one of the patches within the hair line area. The color should fill in the patch but
if not undo, adjust the tolerance and try again. Proceed to fill in all of the patches
that fall within the hair line and also any that the hair line
crosses. You should wind up with
something like Figure 1.3.

Figure 1.3
- And
now well determine what patches we’ll need for the skin mapping. Turn down the Opacity of the Hair Line
layer until you can just see it then; create a new layer named Skin
Line. Besides the patches that are
not covered by hair well also want almost all of the patches that are just
under where the hair begins. Change
the color to Green. We will draw
this outline along the splines in the mesh as this will wind up being a
guide for the area of the mesh we select to make the skin decal group
from. Keeping the outline as much
as possible running under the hair line draw along the spines using
whatever method you like. It is
okay if at some points your line and the hair line meet. You
should wind up with something like Figure 1.4.

Figure 1.4
- Now
hide save your image (you’ll be needing this later) and create your
guide. Hide all but the Background,
Colored Mesh, and Skin Line. You
should wind up with something like Figure 1.5.

Figure 1.5
- Select
Image->Duplicate and name the duplicate SkinDecalAreaGuide. With this duplicate image still
selected, choose Layer->Flatten Image.
Now save this image as SkinDecalAreaGuide.jpg in the Rotoscope
folder.
- Return
to A:M and bring this image in as a rotoscope for the side view of the
model (should be as you left it with only the HeadSkinNoEars group
visible. Adjust the rotoscope to
‘fit’ the image and then using the lasso tool select the geometry
indicated by your guide and name this new group SkinMapArea.
- Now
we must add the ears to this. Make
all the model visible and select the ‘Ears’ group and hide everything
else. In the PWS select your new SkinMapArea
group and holding down the shift key select both ears. Unhide, select your new SkinMapArea and
hide. You should now have something
that looks like Figure 1.6. Save
AM.

Figure 1.6
- Carefully
inspect the group and make sure that only the outer skin areas we want to
map the detailed skin to are showing.
If needed remove or add CPs from your new SkinMapArea group. Resave if needed.
Part 2.1 – Flattening: Preparation and the Flatten
command