The last image before the NWDA competition (not the slightest idea yet...)
I thought I'd integrate a human character into an image without having to use those horrible poser zombies. I found this website recently:
http://www.3dscanstore.com/index.php/default/free-samples.htmland downloaded the free backpack guy. I imported him into 3ds max. It's really looking quite detailed, but it's just a single mesh. No textures, no grouping. So I thought, how on earth can I texture this guy without the tedious work of separating the faces of each body part (and it's a lot of faces!)?
The answer was easy: not at all.
So it took a whole day to create separate parts of the body: head, T-shirt, arms, hands, backpack, trousers, legs and shoes.
Then I started to texture the parts. The head was a bit difficult: I used an existing texture from 3dsk as far as I remember and tweaked it in PS until it looked right.
I then realized that there is another free sample I could use: the head with the funny facial expression. It's more detailed than the backpack guy's head, and it comes with a texture. So I deleted the old head and replaced it with the new one.
To make it look more real I created body hair and hair on this head by using particle systems and creating meshes out of these I could combine with the original object.
Additionally I created another particle system with ridiculously looking home made low res mosquitos as instances and meshed those too.
Here is the result.
I know that there are nasty shadow artifacts on his left leg (the scene has a fill light setup). If I'll get time I'll render another one with GI, which unfortunately sometimes looks flatter.
And the hands don't look good. It's the mesh. I haven't yet found a way to improve these.