Hey,
I wanted to share with you my recently finished portrait project. It was a hair/FiberMesh study that turned into a "full" piece and exercise in realism.
Sculpting done in ZBrush, Modeling/Retopology in MODO (and some Maya before I switched), Substance Painter and Designer for the textures.
Final renders were produced in Marmoset:
Replies
If you're aiming for something realistic, I think the hair looks false (I'm sure you've already seen it, but after seeing ThomasP's work, everything else looks bad in comparison), the pores in the face are too marked, and the eyes lack those specular highlights in the iris and eyeball (EQ's eyes to me are the best ones out there imo).
That's just my opinion though. The eyebrows and eyelashes look damn good. Mind telling which technique you used for the eyebrows?
我很想知道你是如何在Toolbag中渲染毛发的,能不能讲解一下?
非常感谢!
Bop
Adding to favorites for future reference :]
Thanks for the feedback. ThomasP is a beast for sure. Have to study the way he does hair some more.
About the eyes: I talked to a character artist at work after doing some tests and we both agreed that most of the specular highlights should be produced by the cornea. I tried turning the glossiness of the eyeball/iris up but it didn't provide good results.
You mean Joe Wilson? As far as I know, he doesn't do characters. I would love to be proven wrong though: There is a lot to learn from him and his work.
The eyebrows and eyelashes are just FiberMesh/geometry on top of the texture (see post below).
@Bop
Thank you! Here are my settings for the hair:
Thanks man!
@Mr.Moose @SimonRiverin
Thank you guys! I agree with you on the skin. Although I made it a bit harsh on the forehead I feel like detail is missing towards the middle of the face and the cheeks. I should have used more reference in the process (found this later):
Here is my sculpt:
Currently the skin uses a normal and a detail normal which is why the detail looks a bit uniform. I doubt height will do much good here. I'd rather check color and roughness information and see if I can get more out of it. The albedo was mostly baked from Polypaint. Might be a matter of optimizing the UVs and getting proper resolution in there as well though, as the head and body share the same maps currently.
@artofmars
Hey thanks, glad you like it! Sorry to burst your bubble about the alphas but the hair is actually made out of FiberMesh tubes currently. I deliberately left out the word "realtime" from the title as performance in Toolbag is pretty chuggy but still runs surprisingly well considering it's pushing about 6 mil. polys(!). This was an experiment. Next character will have low-poly hair again, promise.
@javi
Thank you for the compliment!
Everyone has their own theories about eyes though, ha...If you want to make your own take on them, go for it!
Here are mine:
Some more breakdown stuff: