I have been working in the game and video industry in Japan for many years. I am very interested in creating photorealistic people. However, in Japan, there are not many opportunities to create photorealistic people in my work because most projects are in Japanese animation style, so I have been creating my own work through self-study and research.
Now, TexturingXYZ has become indispensable for creating photorealistic human characters. XYZ is used in many of the stunning digital humans created by the world's greatest artists that you have probably seen.
The first step in creating a portrait of a real person is to find a reference image.
In my case, I use a base mesh that I created myself for sculpting when I create a human model like this one.
I regularly improve the topology, UVs, etc. of the basemesh.
While sculpting the universal elements such as the skull and facial muscles, you can adjust the silhouette and the position of the eyes, mouth, and other parts to match the image displayed in Spotlight, and sculpt the unique features of the person.
As I will explain later, in this example, I will not import the XYZ displacement map into Zbrush, but directly into Maya.
For this reason, we will not be doing the fine pore displacement in Zbrush.
The reason for this is that it does not depend on the number of polygons in Zbrush, so we can directly utilize the high-quality map of XYZ and reduce the process in Zbrush.
Once you are satisfied with the sculpting, you are ready to transfer the Multichannel Face image to the face model you created.
The first step is to create a closed eye using Zbrush's layer function.
Next, prepare a polygon plane that matches the ratio of height and width of the XYZ image to be used. This time, we will use a slightly larger number of polygons. At this time, divide the polygons so that they are as square as possible.