Project Ripley

The goal with this project was to create realistic human skin textures on a soldier character, since this was the first time I would do such a thing I stuck to only creating a head model.

A good reference for making a texture like this would be to follow the WikiHuman project (http://gl.ict.usc.edu/Research/DigitalEmily2/), however my workflow differed quite a lot because of my low, student budget. Instead of using 3d scans for textures and mesh, I created textures from 4k photos and created the mesh through sculpting and retopology.

The biggest challenge I had in creating this model was implementing the textures into Blender Cycles, since some textures had more difficult node setups. However, after some research I completed the node setups and completed my project shortly afterwards.

About Project

By making this head mesh and texture, I have taught myself not only how to texture human skin, but also the core anatomy of it. For instance, how many layers of skin we have, and how the various pores of the face look like.

By creating the head first, which is the most challenging of the human anatomy to texture, you can easily find your style to create skin on any part of humans and or humanoid creatures.

Erik Hundal

Creative & dedicated student of 3D character design

I am a student of 3D character design, exploring everything from mesh creation, rigging, texturing to animation and post production. I am using Caster.se to post my latest work in 3D design.

What I Do
  • Mesh creation
  • Texturing
  • Rigging
  • Weight painting
  • Animation
  • Lighting
  • Post production
  • Video editing