Haaaa! I need to know how you did the hair man, this is looking amazing! would really like to see what your alpha look like ? Inside of marmoset 2 some of my smallest hair were kind of getting very noisy/grainy, it doesn't seems to happen in yours. Are you using the cutout or the other alpha option? (I can't remember how it's called)
Tits - Im using the dither alpha too, so the noise is still there. I really havent addressed my alpha too much yet, but there should be some ways to tone down the noise it produces by selecting values that arent too contrasting, and keeping spec away from the edges
This is shader testing, I repeat, Just shader testing:) Ill be rebuilding the hair very soon
dude this is looking dope, seriously! i actually prefered the red and black color you had going before though. keep up the awesome work cant wait to see this finished
Was going to post this the other day... finally got around to it.
Lots more work needed to break up and layer. Texture still needs tweaked and shader adjustment, and stuffs and more stuffs. Ill get back to it here soon
I too await pics of your fibermesh baking rig. Its something I've thought about doing but haven't gotten around to trying, so seeing your process may save me some time when I do.
I don't know what types of maps you have available from the hair render but if you can separate strands and have some of that affect the gloss you have a winner.
Was going to post this the other day... finally got around to it.
Lots more work needed to break up and layer. Texture still needs tweaked and shader adjustment, and stuffs and more stuffs. Ill get back to it here soon
Oh my... I usually prefer blue to red, but damn that red variation is sweeeeet
Damn this is nice. I remember a couple of years ago when this kind of quality was only in heavy offline renders but now you can get much better and in real-time. Times are changing That SSS is looking awesome!
Been getting ?'s about the curvature map and sss. Thought Id share some thoughts.
Curvature maps out of xnormal is kinda strange and I seem to get different results depending on the scale of my mesh and the bias setting in the curvature map settings. Ill go look through my bakes and see if I can make sense of it. The most important thing is how you use the maps once they are baked. In the case of the skin, it is using it to mask out the areas of translucency. Theres a lot of factors that determine this in skin, and a straight baked out curvature map wont address these, you will have to edit it to make it look right. There is bone,cartilage, fat and skin thickness to consider. Youll have to use your imagination and edit these areas, otherwise you skin could end up looking strange with even light distribution throughout the thinner areas. Its tricky and you have to make some artistic calls along the way. Ill add some more info and screenshots to this post after work.
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Looking forward to the next update
How are you managing to get the hair to highlight like that? It looks almost like ansiotropic shader fake.
This is shader testing, I repeat, Just shader testing:) Ill be rebuilding the hair very soon
Translucency, ooooooh
Lots more work needed to break up and layer. Texture still needs tweaked and shader adjustment, and stuffs and more stuffs. Ill get back to it here soon
I too await pics of your fibermesh baking rig. Its something I've thought about doing but haven't gotten around to trying, so seeing your process may save me some time when I do.
I don't know what types of maps you have available from the hair render but if you can separate strands and have some of that affect the gloss you have a winner.
Oh my... I usually prefer blue to red, but damn that red variation is sweeeeet
one that is baked with "two colors" option. xnormal has 3 options. monochrome, two colors and three colors.
this is two colors:
Awesome, thanks man.
I'm assuming that's being used to drive the subdermis or transmission here?
I totally just got an art boner. Seriously, beautiful work! I would love to see some more breakdowns or wires/textures when you get closer to finish!
Yes. We want more...
Curvature maps out of xnormal is kinda strange and I seem to get different results depending on the scale of my mesh and the bias setting in the curvature map settings. Ill go look through my bakes and see if I can make sense of it. The most important thing is how you use the maps once they are baked. In the case of the skin, it is using it to mask out the areas of translucency. Theres a lot of factors that determine this in skin, and a straight baked out curvature map wont address these, you will have to edit it to make it look right. There is bone,cartilage, fat and skin thickness to consider. Youll have to use your imagination and edit these areas, otherwise you skin could end up looking strange with even light distribution throughout the thinner areas. Its tricky and you have to make some artistic calls along the way. Ill add some more info and screenshots to this post after work.
Can't wait to see more!
Nice job man!
See you,
Lucas