Tutankhamun Death Mask
Brief & ResearchTimescale for this piece was 3-4 days. Final model to be fewer than 200k tris, and final textures max resolution of 2k.
Extensive research and photos were collected to ensure model accuracy. This was revisited during the process. Project deadlines and the AR app use-case meant that true realism was not expected, but aimed for. Less educationally important or engaging areas could be simplified. |
TexturingAll UVs were combined into one map and then Baked with materials in Blender. Most of the model was mirrored to increase the resolution.
Additional texture work was accomplished with alpha masking to focus details. Other software, Photoshop and Materialize, were used to further refine details. Particular care was put into the Roughness map details of imperfections, which would help to sell it as a real object, such as: scratches, finger prints, dust, wiping residue, and aging of Metal purity. The image presented on the right is a combination of each of the four texture maps which are at 2k resolution for the final AR model. In order: Metalness, Diffuse, Normal, Roughness. |
ConclusionThis model was finalised in late 2019, and has been my single most important learning experience for modelling.
At the time I relied on sectioning areas to improve texturing speed. Although details such as head-dress and ornaments were Normal mapped, more could be done such as: neck rings and head-dress. Using an existing asset of a human face aided in speeding production, and with the projects time schedule, this allowed for more detail. Rendering skills had improved as I quickly mastered the use of HDRI maps and Screen Space Reflections, which allow the model to reflect onto itself (visible on the cheek and above the ear). |