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Need some advice.

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Gandosh triangle
Deleting thiss.. old thread.

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  • joshschmitt
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    joshschmitt polycounter lvl 11
    The hair on his head seems to not be there. I would think there should be some more hair surrounding the spiked hair. The guy needs some forehead wrinkles as it seems he is an older man.
  • Gandosh
  • Chrisis
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    Chrisis polycounter lvl 10
    Looks good so far! Shading is actually nice, but is he not casting self shadows (under nose for inst.)?
  • Gandosh
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    Gandosh triangle
    oh.... i didn't realized this :O thank you very much lol. Ok gonna work with this :P
  • Brandon.LaFrance
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    Brandon.LaFrance polycount sponsor
    I think your skin tones are too uniform and leaning too far towards red. Try adding a bit more variation. More yellow on the forehead, brow, and cheekbones, and more blue in the eye sockets, jaw and upper lip. These hue shifts should be pretty subtle so go easy when you're applying color.

    I found this reference to illustrate what I mean:
    headstud.jpg
  • Gandosh
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    Gandosh triangle
    Brandon.LaFrance Thank you very much :D really helpful :D
  • ysalex
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    ysalex interpolator
    What are you rendering in? Maya? Vray or mray? He has some signs of misconfiguration, so it would help to know what you're using. If its an .obj from zbrush or mudbox, imported into maya, that would explain some of the strange lip and nose specular. Or perhaps it's just weird lighting, or my bad eyes.
  • Gandosh
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    Gandosh triangle
    Exported from zbrush .obj file and its Mray
  • ysalex
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    ysalex interpolator
    Okay. So, if you brought it into maya as an .obj, then some of those strange specular/reflective spots, like the nose, and the lips, can be caused by Maya automatically turning OFF object attributes for 'visible in reflections' and same for refraction.

    In Maya, if you click the object, it should bring up the shape node on the right hand side. Under the RENDER STATS pulldown/tab, you'll see that 'visible in reflections' and 'visible in refractions' are unchecked. You have to check them.

    You'll have to check them for every .obj you import into maya, no matter what program you export from. I don't know why.

    Also, possibly you already know this, if so sorry. It's also possible that the lighting is causing those on it's own, and you're not actually having that problem.

    The problem, seems to me, either way, is that you shouldn't have strong reflections in areas with creases, which you do. In the lips crease, in the eyelid folds, and in the scar.

    I believe what happens is that with visible in reflections turned off, the object fails to see itself as a reflecting surface. So you reflect the environment, but the object is not reflecting itself at close distances, which makes the environment show though too excessively, and brings light into the shadows. That might be wrong.

    _____________

    As for the rest of it, the SSS seems really strong. It would be good to see a shot of your shader, and the textures - SubD, EpiD, Overall, Diffuse - and at least a breakdown of your SSS values for each.
  • Gandosh
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    Gandosh triangle
    Oh thank you very very much :D i'll try that tomorrow (monday). Then i'll show you my result :)
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