|Pallas head model (top), shader (bottom), texturing (right)|
Some textures are created with mathematical algorithms or digital painting, but these textures were created by projecting high-resolution photographs - of skin, hair, and fabric - onto the geometry. This is just a first pass. The textures will continue to be developed, depending on requirements of design, animation, and rendering. For now, they're good enough to continue onto rigging. Again, this is intended to be a simplified model of medium detail, so I avoided painting pores into the bump and specular maps, and other meticulous details.
|textures for Pal's head: diffuse, bump, specular, roughness|
Usually, I create a roughness map by simply inverting an instance of the specular image file. For most surfaces, this is probably an acceptable technique. However, it's not specific enough for human faces, which audiences instinctively scrutinize more carefully than other surfaces.
next: Pallas body rig