Howdy.
I decided this time to try and render properly highrez stuff rather than normal mapped lowrez I have been doing so far. So this was a learning piece.
Modeling and texturing between both worlds is similar so I decided to go for teh real deal instead. So forgive me the lack of normal maps and say hello to displacement maps. The pain of generating normal maps was exchanged for the agony of setting up shaders.
Sculpt in Zbrush, rendered in xsi + 3delight.
Replies
The toothpick still looks very cg, and possibly too thin. Maybe add a little bit of a bend in it?
Anyways, great work!
BTW nice jowls!
he was beaten by someone))
Hot stuff , man. Excelent work.:poly142:
Only thing would be his eyelids. To me it looks a bit like he has makeup. Perhaps brightening it up a bit?
The clothing looks really great, it has thickness and structure to it, totally convincing.
the coat material looks fantastic
end result turned out really nice and great job on the rendering and everything else too.
Damn you sir, damn you.
But I think it suffers from the LWF(linear gamma) issues that produces slightly boring and low contrast images. I think it needs a bit more pop to it. Here is my suggestion if you don't mind. You probably rendered it out as 32bit floating image so you have a lot more to work with.
Before
After
-Woog
I know what you mean but that was whole purpose, originally this head was red and way brighter but it went through tons of color corrections in post. Lower contrast was the whole point of achieving that mood.
Stary piernik does indeed mean old gingerbread literally, however its meaning is "old fart".
In a day or two Ill write some bigger post with answers for all the qustions I saw on various forums.
Thanks for the comments, the picture was better received than I expected.
Hi.
Thanks for the comments. I wasn't replying for some time because I wanted to wait for all the questions so I can make a bigger info post. So here are things people were asking about on various forums:
Some technical info.
Zbrush model is around 8 milion poligons or something like that. Textures are from 2k to 4k depending on the object. Face is 4k.
Scene is rendered with 2 area lights (raytraced of course) without transparency for speed purposes + 5 lights with 1k deep shadowmaps. Ambient occlusion was rendered seperately as a pass. Face has raytraced reflection so do the eyes. Whole thing is done with displacements, even toothpick . Clothes have fractal procedural as displacement on top of the zbrush one and thats what is giving them the rough and almost hairy look of the hat and adds quite alot of poligons in the process. But hey, thats the main strength of renderman so of course I will slap displacement on everything I can. Don't know the final count of poligons for rendering but it will be quite alot because of that fractal. 10 milion at least. Also 100k hair in the scene.
There is depth of field and serious antialiasing 8x8 samples, 8 width, Sinc.
Shading rate 0,25 (renderman thing), so 4x4 shading samples (I think, math is hard), hence the sharpness of the displacements and thats why hat has the peachfuzz effect .
Beauty render took 30 minutes, and so did raytraced AO pass (don't remeber how many samples I used). Rendered in 3delight2 for Xsi... my bad, Softimaaaageeeee. Xsi 7.01
- Materials. For face its miss_fastskin material with skin2 preset in 3delight property. Everything else has architectural material (because of the oren-nayar) or cook-torrance (because of the architectural bugs )
All clothes including hat are architectural with oren-nayar. The furry look of hat is the fractal procedural in displacement slot + some falloff effect,fresnel.incidence in xsi or whatever your application calls that.
- Skin details on a sculpt were mix of manual work and some sand/marble alphas. Thats how I always do it. I prefer to do lips for example with std brush rather than trying to find properly lit alpha. Ill do it manually faster. Out of curiosity I tried doing it the inflat way from photoes, but it sucked so I did it my way.
Pores are just several layers of various sands/concrete textures + some manual tweaking after. Like for example slight rows above his lips and such. Also I used some spray brush I think for some of them.
- I am unable to tell you how long it took. It was testing and learning piece. So I tried various aproaches for the skin. First in mental fail with even such desperate acts as using physical SSS (which btw is broken) or normal mapping (also broken). When it finally stopped rendering I switched to 3delight, had to learn from scratch but at least it finished render. It was redone quite few times so I lost count. This was the first time I used compositing, hair etc. So alot of learning here.
- There was some color correction and grain added in compositing.
-Stary piernik literally meams "old gingerbread", but it is a expression that means "old fart".
Piotr