Everything is still WIP, though some parts more so than others. It's my first proper attempt at texturing and using things like displacement, specular and subdermal maps.
The eyes are still giving me jip. I've been faffing about trying to get them to fit, but I don't think I'm quite there. I've still to add the tearline, my past efforts on it didn't turn out all that great. So more fiddling about there.
Anyway C&C much appreciated, I'm aiming for photorealism. I'll be adding hair at the end.
Replies
edit: nice skin shader/texture
also, again with the iris, the color seems a too saturated and comic-booky.
wireframes would be interesting to see.
This is a deformation test I did on the head awhile ago, before I tweaked the shape more. It's the same base as the render above, just a different displacement map.
http://lupusart.com/Animations/AnimTest8.mov
The deformation test looks real nice, all though he looks a bit poo coloured...
You are lacking the pear shaped loop that surronds the mouth and the bottom of the nose - the yellow one in this image
@Rick: I usually add that loop in, but Taron's 'Neckling' http://img103.imageshack.us/img103/1820/necklinggeom7ch.jpg was my main reference for the base mesh, so I decided to see if I could get it to work ok too. I think it seems ok in the deformation tests I did.
I raised the chin and mouth to decrease the nose/mouth gap and pulled the corners of the mouth down. And also increased the iris size a tough, I felt it was a bit too small.
EDIT: I didn't particularly like the result from raising the mouth and chin, so I tried by pulling the nose down, which gives a better result I think.
@Rick: I usually add that loop in, but Taron's 'Neckling' http://img103.imageshack.us/img103/1820/necklinggeom7ch.jpg was my main reference for the base mesh, so I decided to see if I could get it to work ok too. I think it seems ok in the deformation tests I did.
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Fair enough. Thermidor and I just spent a week rebuilding meshs to add that geo in to get the deformation to work, I'm suggesting that if you want photorealistic deformation to go with the photorealistic texturing you'll save yourself a shitload of grief. That labial fold contorls most of the emotion when smiling and sneering, and is essential for the 00 and ee sounds.
But I don't think it will be a problem for this due to the way I'll be animating it.
@Hawken: I agree, that is what is getting on my tits hehe. There is something wrong, but I can't quite put my finger on it. I think it may be the lack of specularity on the iris itself. I did try adding some, but my tweaking of the settings for the iris have no effect (I don't know why).
I'll try using a different material for it and see if I can get something better.
Thanks all for the C&C, very helpful
I did a quick paintover of the areas that need to flow, the ones round the lips you have but the main one to have is the one marked in green which will control pretty much all the smile shapes, the one in yellow is more to help you weight areas flowing between the nose cheeks and eyes.
Other than these animation issues the model is looking good , the trouble with the eyes might just be him not having eye lashes and eyebrows yet, try painting them on in photoshop to check if its gonna look ok after that.
www.lupusart.com/Animations/AnimTest9.mov
I read through a fair bit of the new Digital Lighting and Rendering while I was away, so I redid the lights and did some post pro in photoshop.
Blink:
And had a quick go at having him look at the camera
The eyes are too dark, but I'll try to fix that.
Currently back in zbrush fixing some things such as the crease in the lip.
Hope you like.
Still something funny arround the eyes tho, like little redish spots although that could just be from the lighting....
Great work dude.
http://www.redprodukt.com/post/eyes.jpg
@ Xaltar: I used the free tutorial from the 3D World website on making a skin texture. I didn't follow it exactly, just as a guide as I did various things my own way and some extra bits.
http://www.computerarts.co.uk/tutorials/premium_content/3d__and__animation/gimme_some_skin
@ GLandolina: Are you talking about the jacket and jumper? I'd only just stuck on basic materials on them when I did that render so that is probably why.
@ Rooster: Thanks man, and that pic did help
I tweaked the eyes more and did some texturing on the jacket.
Also did another with a dark jacket and did the post pro differently. I think this one makes him fit the background well.
EDIT: Shaped the jacket to look better
But I'm not sure which lighting I prefer, the last one probably.
Try looking at your own eye in the mirror. Here is a neat little image I found in blenders tutos that may or may not help.
The problem is that the rest looks so real even the slightest thing can make something stand out.
Also been working on eyebrows and stubble. They still aren't quite where I want them to be, but at least it's progress.
Keep at it, its going to look great
Overall i think the skin is too light/pinky and if you are going to give him stubble make it heavier so you can notice it from a distance.
I think if the skin was a bit darker the eyebrows would n't stand out so much as they do now. They look way too harsh as they are
the skin under his eyes should be darker and more purplish, they also need more wrinkles and bump detail... the nose should probably get a bit more red, and the lips should probably be a touch darker.
basically his skin texture, while good, is still a tad too uniform in terms of colour.
the stubble is looking very odd at the moment, the dark segments are too large and too regular - needs to be smaller points of dark, speckled around a lot.
his eyebrows are also seeming fairly crazy, the hairs seem to be going in every direction, and you seem to be trying too hard to define every single hair - you can probably get away with making much of it a mass of darker colour with suggestions of hairs, rather than trying to indicate every hair.
Unless you're using a hair plugin rather than just painting it onto the maps, in which case you should make the hairs longer, thinner (and taper off at the ends), and going in a more regular consistent direction.
you should probably paint the interior of the nostrils to be very dark on the diffuse, the lighting is making that area seem odd (since the nostrils shouldn't really be lit).
now that i take another look, the whole thing seems rather blown-out and badly lit - i much preferred the (more basic?) lighting scheme you were using for the test renders right at the start of the thread, IMHO they looked a lot more natural. these new renders are looking fairly noisy and muddled in terms of lighting.
hmm.. lengthy post.
basically I like where this is going, the proportions and modelling seem very good, and your diffuse texture is definitely getting there, but currently your render settings aren't doing it a whole lot of justice. oh and the eyes need fixin'
keep it up!
I'm going to sort out the eyes at the end, as each time I change something else the eyes are altered differently in the post processing, so I'll wait till everything else is finalised before I tweak them more.
I'll go in and tweak the diffuse more, I actually painted in quite a bit of colour variation, but I tihnk it's quite washed out in the render, or just not strong enough in the texture, so I'll fix that and add more. I also forgot to paint the interior or the nose and mouth dark hehe, woops.
The eyebrows and stubble.....they are pissing me off, particularly the stubble. I painted hairs for each with a 1 pixel brush, but they still seem too coarse, so I think I'll try what you said and maybe have a go at a hair plugin. I'll need to use that for the scalp hair anyway so might aswell learn it now hehe.
The stubble distribution was really just a test to try to get the hairs to fit the rest of the image, but I think I'll start again and just use some dots and see how that turns out, with some random ones thrown about to break things up.
I prefer the current light setup as it gives better control (a proper 3 point setup, the other one was pretty rough), but I'll try to even out the lighting so it is less harsh.
Thanks again
Is this closer to what you were meaning?
Upon first glance, the eyes, lips, eyeballs and nostrils jump out at me.
Look at reference and really study the face. Try and find REALLY well modeled eyeballs/eye lids on google and study the wireframe. This will give you a good idea of the their structures.
The nose... I see a lot of people making the mistake of not making the nostrils dark. It has to be nearly black becase light doesn't get in there. On top of that... we all have nose hairs.. The bottom of nostrils doesn't abruptly cut into the face like that. It very gently contours the bottom of the nostril. The amount of how much you see varies from person to person, obviously.
It looks like he's puffing air into his upper mouth. Be careful about how you model it. Again, this varies from person to person, but the upper mouth area is generally flat. Also, don't forget the ridge lines that drop down from the insides of the nostril to the center U shape of the upper lip. I wouldn't go as far as saying that some people don't have it... but sometimes it can be very flat and very subtle. Usually in old people, though.
The corners of the lips recede back into the mouth... it helps accentuate that puffy area on the other corners of the mouth. You've got it... just need to refine it a little more. I think blending the upper lips more into the skin will help. Turning it also so it catches less light will help.
Chin seemed kind of long, to me. But some folks have long chins. So that's your call.
Eyebrows... just make them dark. I don't know how you're painting eyebrows this is how I do it:
I just take a single color (in this case black) and simply paint wave strands towards the sides of the head. If it's starting to get too thick, I take the skin color and paint over.
The eyballs are looking strange because you're not having the eyelids/eyelashes cast a shadow onto the eyeball. The eyeball would also pick up some bounce light from the surrounding skin area.. so it shouldn't be blue.
I'll admit the eyeballs in my paintover are a little too dark... I got a little caught up in trying to make the big shapes of the facial structure read from a distance and kind of forgot to go back and clean up.
Skin shader looks good. Take your renders into photoshop and try adding some subtle green and see what happens.
I'd probably leave the proportions (skull/chin size etc.) the way you have them, it's an unnecessary change, but all the points about the colouring and most of the pointers on anatomy are spot-on.
I'm not entirely happy with what I have at the moment, and I don't actually think the path I'm on at the moment is the best for my research project. So I think I'll start the head again from scratch (in Silo 2 which they said today should be out in a few days).
What I'm doing is animation by blending morph targets with displacement maps. I think I could demonstrate this better by morphing the head into very different ones (a more exaggerated effect over subtle changes in a single face), which I don't think my current base geometry would handle too well. And I'll also go back to modelling the head the way I usually do and include all the edge loops
I don't consider what I've done a waste as I learned an awful lot from it, so I should be able to pick up again and work even faster. And hopefully be back here soon hehe.
I should probably start writing my project up now methinks.
Just a bit off topic, do you by any chance play Werewolf the Apocalypse? The name Lupus being the reason I ask
This is an animation showing the effect I was going for (blending displacement maps). There are some errors such as the inflating and deflation which I'm still working on.
It's not as 'flash' as the previous head as I'm focusing on the actual effect than extra work such as texturing. There is a wierd spot on the top of the forehead on each side, it's actually extra geometry to pull horns out of his head (to make a sort of demon).
http://www.lupusart.com/Animations/MixTest3.mov