Hi y'all
has been a long time since i've looked for feedback on forums for something,
but i think this would be a great change to do it. I'm trying to push my
sculpting(and later on) rendering skills to see if i can achieve better
photorealistic results, and i guess this would be a good place to look for feedback.
im on the process of sculpting Lagertha as ive just
finished watching Vikings season 1 and i found that she
would be a good try since she is beautiful yet some of
her facial features are a bit extreme(and very asymetric).
there's quite still a few things off but i'm at
that point where im back and forth(maybe ive been looking at her for too long. If you guys could give me some feedback
on this would be great!
thanks!
Replies
Maybe the pores are a bit monochromatic?
Grubber - now sure what you mean with monochromatic pores? :O u mean theyre all the same scale?
here's today's update!
feedback welcome as always!
here's today's update. i feel i made some progress, but also i think i went backwards in a few things. what you guys think?
i definitly not happy with 3/4 view or sideview yet
thanks guys! glad to see you guys like it so far and im very thankful for all the feedback.
ive been reworking the profile view...but didnt change much..(i guess it was already close?) i noticed that the nose side needs to lift a bit up and that the lips may need to be a bit fuller. the chin is a mistery..
also need to make the eyes a bit more straight i guess
c&C super welcome as usual
The problem with aligning to refs like that is you have to account for not only direction, but FOV. If you're doing this with perspective turned off, or with a different FOV than the photo, then you're forcing your model to become innacurate, since the 2d photo and the 3d model will not be 1-1 representations of eachother.
Working with refs is much better if you put them off to the side, and learn to match proportion and shape by eye, which is what I would suggest, it's a skill all 3d artists should have.
ysalex - i agree completly, which is why i wasnt using aligning refs(other than testing it in the image above, mostly for forums) everything else i did was by eye and measuring using local references and distances between them(eg> from the corner of the eye, its one eye measure to the other eye, the face is 5 eyes tall etc. and so far it gave me the best results(so basically i have discarded the changes i did on that image above to be honest. its defniitly evil. and yes i noticed its not straight on. i got another one(sideview) that im using as reference that seems a bit better and a bit more ortohraphic.
ive started working on the textures a little bit(and rendering tests)
here's some more work in the texturing. i have cut her eyes because right now theyre a bit of a distraction from the rest of the skin
im also tweaking her the nose a bit in the next iteration as i think its too wide(and the tone is a bit too red/dark atm as well. Im also tweaking the specular values on the next one as its a bit too glossy atm.
Im assuming you are using VRay
I'm working hard on the skin texture and eyes. Hopefully ill be able to post an update soon.
PPBle 3D - thank you!
Stirls - hey thanks Man! Really glad you like it.
pongstah - thanks!
Mr Significant - Thanks! Hope to release more soon.
codyaq2 - Hey! It's my first time using Vray for a project(well, along with another one im building at the same time) so im still just fooling around. Right now im using a 5 light setup(one of them for reflections and another one for hdri). All vray lights.
JadeEyePanda - thanks for the kind words I'm using Mari to texture and Vray to render.
once i got that out of the way, i textured her full body and now im gonna sculpt her body and tweak her face just a tiny bit. I done a lot of work on the eyes, but im still getting a weird reflection. i want to get that fixed before i post it
anyways, here's the update, started sculpting the body, laying down some basic anatomy in there. i think her arms are a bit thin at the moment.
hope you like the update! c&C welcome as usual.
ps: happy new year!
and here is an older version with dark war makeup as she has(the eyes were older version and they were smaller too). just wondering what you guys thing
Sorta looks like you texture projected photos for the diffuse, used the diffuse to drive a bump/displacement (I guess would be why you have inverted freckles on the left (our left) side of the face, and possibly why she looks a little chalky.
Anyways, if that's not whats going on, knowing the process so far would be a help.
locater 16 - thanks so much!
Holly Mellor - thank you!
ive worked a bit more on her skin and body. I've toned down the makeup for now for a more naturalistic approach(i might come back to the heavy war makeup in the future or something in between, but right now i felt like this is probably an easier way to test the skin. Speaking of which right now im doing heavy experimenting with the skin shader. I wasnt happy with what i had. Hope to post more on that soon. I've also fixed some maps on the nose, and the lip texture(thanks BillyMcguffin).
Ysalex- thanks man,Currently because i guess to save the render, the moles and freckles are still inverted in the bumpmap(this is fixed in current version, but not in the version im posting down here). The reason why i was using an instance of my color map into bump was simply because of memory consumption and rendertimes. i didnt want my render times to escalate so quickly for my test renders. they were taking about 7 minutes and with the proper bump theyre taking 25! so for the momemnt i might go back to just use the instance while im playing around with the shader.
I've also added some temporary eyebrows, they dont match Winnick's ones yet and right now theyre just part of the texture. I actually plan to make them proper hair in the future. But at least she should look a bit more familiar now that she actually has some brows. - thanks Steber
hope you like it! cheers and keep those nice feedback coming!
By the way, anyone knows how to reduce the grain in my skin shader when i turn GI on?(im using vrayfast SSS2) ive turned my gi way up there but the grain is still terrible. increasing the scatter sudvs didnt help at all in the skinshader either
thanks
here's an update on the skin shader. hopefully it will be a bit more realistic now. I'm still trying to get the specular correct. Right now im only using hdr lighting. For some reason my spec values on vray dont seem to match the intensity shown in the reflective sphere(althought the eyes reflection seem very dim in comparison.) i dunno whats going on.
c&C welcome as always.!
i was gonna say the same thing.
here's a small update. started the clothes. (very blocky at the moment). trying to find a good solution for the chainmail, but its proving to be very tricky
Look at using micromesh for your chainmail; itll save your life
http://www.zbrushcentral.com/showthread.php?183429-Customized-Chainmail-for-MicroMesh
I was testing some particles to scatter my chainmail, was working ok(slooow), but the micromesh method is waaaaay better!! i had no clue about this tecnicque its awesome!!!!
Looking good! I know the noob challenge did a series of Viking shields for their prop challenge if you wanted some inspiration; in regards to the matcap I was referring to the skintone like one, the sorta beige/red.