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Chapter 10. Organic Modeling > Rendering the Head

Rendering the Head

Although your model is complete, the key to creating the final render is surfacing and rendering. The next part of this chapter takes you through some quick surfacing and texture-mapping techniques for heads and faces. You don’t have to be a genius with a graphics tablet to use these techniques. They will just give you a rough guide on how to best use LightWave’s lighting features when rendering your head model.

Texture Mapping

When surfacing any object, the first step is usually to decide on how to map it. There are several ways you could map your head object in LightWave—for example, cylindrical, spherical, planar, UV—each with its own advantages and disadvantages. The following techniques make use of a compound approach, using different mapping types layered on top of each other and blended with alpha matte images. You’ll use a cylindrical map for the base layer, as it’s easy to wrap around the whole head and is well-suited to creating broad areas of texture, and then specific planar maps for the eyes and mouth (areas that require much more accurate placement of specific detail). The technique described here is often better than UV mapping, but as always the choice is up to you.


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