Facial Skin Layered
Mapping
Part 3.3 – Mapping The Face:
Screen Test Setup.
Before You Begin
Open the latest version of the mode project file in
A:M.
Introduction
During the mapping process you will want to do many
screen tests to determine how effective they are. Maps will sometimes be applied separately to
see what effect they have by themselves as well as with other maps to see their
overall effect. You view them in
shaded mode to check broad details and quick render for general effect and
render single frames to focus on specific areas. But the final test will be in the chor with
the default 3-light setup with the camera circling the head. The latter is often fired off at night so it
can ‘cook’ over night.
Note 1: The following instructions are for Windows.
- Double
click on the Choreography icon in the PWS to create a new default chor.
- Open
the chor properties and set the duration to 8 seconds or 240 frames.
- Open
the camera properties and set the background color to black.
- Delete
the ground from the chor and from the Objects folder.
- Drag
the model icon to the Choreography1 icon in the PWS and drop it. This will place the model in the chor
with the model bone at 0:0:0 and at the apex of the 3-light setup.
- Go
to a top view and go into ‘Add’ mode (a) and, starting on the left side of
the model, draw a new path in a semi-circle around the model. Click on ‘Show Bias Handles’ and adjust
these as well as the points until you have a path similar to the one in
Figure 3.2.1.

Figure 3.2.1
- Press
F9 to return to chor mode, press 4 on the numeric pad for a side view
press <shift>up-arrow until the path is centered on the model’s head
(Figure 3.2.2).

Figure 3.2.2
- Select
the camera, right click and choose ‘New Constraint->Path’ and click on
the path you’ve just created.
- In
the PWS expand the camera to locate the Path constraint, open its
properties and turn on ‘Translate Only’.
- Select
the camera again and choose ‘New Constraint->Aim At’ and select the
model.
- In
the PWS select the Aim At constraint, open it’s properties and click on
the Target. Select any bone in the
head… right eye or jaw works well.
If no bones exist skip this step.
- With
the camera selected, go to the camera view. Go into Turn mode (t) and select
compensate mode then, hold down the shift key, rotate the view until the model
is centered (don’t worry about how large the model appears yet).
- Go
to frame 120 and then to frame 240 and repeat the above step.
- Save.
- The
camera view should show the entire portion of the head that you are
mapping, as close as possible. If
you need to move the camera closer or further away, go to the top view and
select the path and expand it or shrink it as needed and re-center it on
the model. Repeat until the model
appears correctly in the camera view (Figure 3.2.3).

Figure 3.2.3
- Play
the chor. The model should rotate
smoothly from frame 0 to 240, appearing as large as possible while still
showing all of the area that will be mapped. Make any needed adjustments.
- Make
sure that all materials, actions and objects are embedded and save.
Go to Part 3.4 – Mapping The Face: Reference Material