UVs are finished, started creating some base materials and thinking about the color scheme. Any feedback and opinions are welcome, not too sure if I am happy with the current color scheme.
the green channel on your normal maps needs inverting.
also, while the face textures are looking good, there is not enough sculpted detail to support the fidelity of the albedo. the face normals look very smoothed out, she needs tertiary detailing.
@almighty_gir Thanks for your comment, really appreciate it You are totally right about the skin/tertiary details. Currently the skinpores are only a quick version done using the albedo with ndo - will go back and do another detail pass on the face once I finished the clothing.
@almighty_gir Not really actually. I am using a build which integrates nvidia VXGI and HBAO+ but currently I am only using a little bit of HBAO+ which does not make any real difference. Aside from that it is just cinematic quality on engine scalability, 2x supersampling in the Post Process Volume and a Sharpen Post Processing Material I copied from the Koola-example on the marketplace. As I am planning to do an animated short with this character for my bachelor thesis I will look more into how to get a higher render quality later.
Will probably have to pause the character for a couple of weeks as the semester started again and I have other things to do for now. Here's the current version in Unreal (still missing hair ._.)
Even though I should be working on some other stuff I went back and retextured the face (for the fourth time now). Actually pretty happy with the current state, eyes and eyelashes/eyebrows still need work tho. (and obviously the hair but I have absolutely no idea how to make that look good yet)
I have to agree with everybody else -- I was just looking through this thread while in class and on the first page I was like, "Oh, a noob like me." Then on page two, I said, "Goddamn!" On later pages I just thought you were cheating by uploading real photos.
It has been quite a while but I have been super busy with finishing my bachelor a while ago and then had a lot of other stuff to do, so I did not get to do lots of sculpting.
However to get back into it I did a quick speedsculpt kinda thing.
Started from a sphere, no reference or concept, a couple of hours of work including rendering.
Hoping to get back to do some scultping a bit more regulary again.
Nice seeing your progress along the years really inspiring.
Just saw your cinematic teaser earlier this year, amazing stuff. I'm planning to create something medieval next year and looking to pick up Unreal. Did you by any case follow a course or have some great videos in mind that can help me along?
For the cinematic teaser project I did not follow any courses or videos, but overall the articles which can be found at 80.lv are a great help, there are many super detailed breakdowns available there, including one I wrote about the teaser project.
I am currently working on a very stylized project for university. While my main focus this semester is on more technical stuff, I also had the chance to create the model for our main character
Was a lot of fun, especially since I never worked on a very stylized character before.
A very quick (30 minute-ish) dynamesh sketch of a skull. Created completly from imagination to test my current state of anatomy knowledge and spot areas which need improvement. Will probably have more time for sculpts the next weeks
I just wanted to pipe in to say that your new faces and studies are coming out incredibly well, @Shyralon; Especially those that you started as a dynamesh sphere exercise. These are really inspiring to see!
Sculpted a lion skull as a little anatomy practice and because I wanted to do something different than just faces. Sculpted from a dynamesh sphere, still a little rough in some areas.
Currently learning Arnold, so I retextured the last face and started shading it in Arnold. Very WIP, no real work on eyebrows and eyelashes so far. Lots of areas need adjustments in terms of spec, but overall I feel like it is going into a good direction. Also something about the proportions seems a little weird but it might also be caused by the missing hair.
Started modeling all the muscles on top of the lion skeleton. Already learned a ton about animal anatomy, still a lot of work to do tho. Hoping to look into muscle simulation once I am finished.
It has been a while since I last posted but now I started work on a very cool project again and want to share the progress.
For our graduation movie we are creating a cyberpunk music video called "Neoshin" and attempt to create a (hopefully) photoreal digidouble as main character which I will be creating
We held the scanning session a couple of months ago in which we captured head, body and over 60 FACS blendshapes.
The scan is cleaned and I am currently wrapping the blendshapes to our topology and create a first version of the face rig.
Here is the cleaned scan:
And here are a couple of the raw blendshape scans we did, along with combinations for base emotions such as anger, disgust or surprise.
We are hard at work bringing this to life, so more to come soon!
Here is first version of the textures and skin shading. Used texturingxyz maps to reconstruct the skinpores along with the base color I got from the scan and some manual adjustments. Quite happy with the skin, eyes need a lot more work tho to blend properly.
Amazing progress, really nice post. I hope I had the patience for doing this kind of posts and mantain them for long time. Anyway, keep going, you should be really proud of yourself.
@Deniell Thanks, nice to hear that it is an inspiration for you @sabillano Thank you! It really is not that hard to maintain this since I am posting very irregularily and don't pressure myself - I just post whenever I have somethiy which is fitting and over time it adds up :)Here is another image, comparing the reference and render. Left side is the reference we took, right side the render. Some slight color correction, but other than that no further work on the render. Mainly the eye which is not fitting well. Also a quick test render of one of the many blendshapes.
Replies
feedback and opinions are welcome, not too sure if I am happy with the current color scheme.
also, while the face textures are looking good, there is not enough sculpted detail to support the fidelity of the albedo. the face normals look very smoothed out, she needs tertiary detailing.
Thanks for your comment, really appreciate it
You are totally right about the skin/tertiary details. Currently the skinpores are only a quick version done using the albedo with ndo - will go back and do another detail pass on the face once I finished the clothing.
Sure, already did that
Here's another shot (with flipped greenchannel), slowly building up the materials. Mostly happy, still have to get these setup properly in Unreal tho.
https://www.youtube.com/watch?v=pBDXsUg5z5U&feature=youtu.be
nice render quality, any specific camera setup/plugins used?
Not really actually. I am using a build which integrates nvidia VXGI and HBAO+ but currently I am only using a little bit of HBAO+ which does not make any real difference.
Aside from that it is just cinematic quality on engine scalability, 2x supersampling in the Post Process Volume and a Sharpen Post Processing Material I copied from the Koola-example on the marketplace.
As I am planning to do an animated short with this character for my bachelor thesis I will look more into how to get a higher render quality later.
@Sunray
Thanks a lot!
Here's the current version in Unreal (still missing hair ._.)
Actually pretty happy with the current state, eyes and eyelashes/eyebrows still need work tho.
(and obviously the hair but I have absolutely no idea how to make that look good yet)
I will be posting the majority of the WIPs related to this project in its own thread here now:
http://polycount.com/discussion/192660/cinematic-teaser-using-photogrammetry-bachelor-project#latest
Really inspiring
Nice work!
Just saw your cinematic teaser earlier this year, amazing stuff. I'm planning to create something medieval next year and looking to pick up Unreal. Did you by any case follow a course or have some great videos in mind that can help me along?
Created completly from imagination to test my current state of anatomy knowledge and spot areas which need improvement.
Will probably have more time for sculpts the next weeks
Thank you, much appreciated! I hope I will be able to continue doing these sketches as often as possible the next months.
Sculpted from a dynamesh sphere, still a little rough in some areas.
Already learned a ton about animal anatomy, still a lot of work to do tho.
Hoping to look into muscle simulation once I am finished.
@sabillano Thank you! It really is not that hard to maintain this since I am posting very irregularily and don't pressure myself - I just post whenever I have somethiy which is fitting and over time it adds up :)Here is another image, comparing the reference and render. Left side is the reference we took, right side the render.
Some slight color correction, but other than that no further work on the render. Mainly the eye which is not fitting well.
Also a quick test render of one of the many blendshapes.