Here is the latest head I have been messing around with. I plan on taking this through the texturing process, trying to learn all the new stuff that's out there (SSS) so on. If anyone know's of any good tutorials on those things, I would apprecaite the link.
Spark
Replies
Anyway, totally rockin!
Everything else is ace. The exaggerated lower lip adds a lot of character; I wouldn't change it.
It looks great! Something about the ears bother me though I can't quite put my finger on it at this moment, So I'll have to come back on that one. Now, in the mean time, give him some hair, the lack of it is probably why he's so grumpy.
Zcubed: Yeah that is the neck muscle coming into the sternum, ill try to tone them down some.
Neo_God: Bald is beautifull:) haha, I'll add some hair as I continue with this guy.
Killingpeople: Thanks man!
Per128: Good suggestions, I'll make the y more noticable in the ears, along with adding more weight to them. Haha alot of areas to clean up I guess:) I will go back over them to try and push it a little more.
Preciate it guy's!
Spark
Any comments on these are also appreciated: Zombie
Zombie reference image:
Demon
Spark
Davett29: Yeah at the moment I have to much red in the sss map on the ears so it looks like all the blood is pooling there, I will knock some of that out.
Askhat: Thanks man
CMB: No problem, he is painting a penis, that is howard stern painting a self portrait in a norman rockwell painting that I did, and the site is being reworked, so I will have tons more work up there soon.
Thanks for looking guys.
Spark
On your render, I can see you made the SSS work, but the effect of the back light in the ears is way overboard, as davett noticed. You should lower its weight and maybe radius. You can also plug in a texture in there for the color that has some veins, so that you can have some 'inside' detail in the ear. Some suggest to make the overall color very desaturated, if not greyscale and let SSS layers give fleshy color, but I plugged my color map to both overall color as well as epidermal scatter color and it seems to work. There's also this page that has examples of the various texture maps that you can use.
Basically, if you use fast skin sss shader, you can have two specular textures, one for glossy areas (such as around the eyes and on the tip of the nose) and one for overall specularity. The best way to go around it really is to turn on the weight of one sss layer at the time and see the effect that different values (or textures) will give you. Lot of the values in there will depend on the scale of your scene, so the Scale Conversion number under Algorithm Control tab can help you scale up or down the effect without tweaking each radius separately.
Anyhow, looking good so far, keep it up
great stuff spark
Shotgun: Yeah, where in the hell have you been? Start getting around here more man, and thanks for the comments!
Spark
Demon
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Do ya mind if I use this as a referance image? Really nice work
ive been messing around with SSS lately, too. But I used a traditional 3 point lighting setup and texturing instead of MaxEdwin's style
Pay attention to your units setup! Otherwise it will be a pain in the ass.
Cheers
Miguelito
Spark
http://boards.polycount.net/showflat.php?Cat=0&Board=2&Number=125648&page=0&fpart=2
Thanks again for letting me have a go at this, your demon was just too cool not to try doing one of my own (allbe it low polly and not as good :P )
Spark
- BoBo
Spark
Here is the creepy sculpture I was working from