currently trying a two layered clothing piece i found pictures of on the web - despite using parallax maps it's completely annoying to get some depth into it. looks like it'll need extra floating geometry to get anywhere near the reference.
hey thanks! as for wires i have edited the first picture post with an approved wire-shot. for my own personal work i am free to post more in depth as soon as i get around to finish it.
sort of. it's done with fins that stick up from the surface. textures and normals have to be seamless for it to work. means you normally can't just duplicate and paste the same alpha card all over the head.
eats texture space but on the upside it lights well, which is my priority.
very nice work Thomas, really- could you post a wireframe on the last haircut?
One minor crit though, the colorization of the hair looks somewhat off, what you'd usually do in reality is color one layer of hair and let the next one fall over it, while in this case it looks more like the coiffeur somehow masked the hair, with tape or foil or something and colorized only the tips below the mask, however i think if that would be the case the colorization would have to be cleaner and less wavy?
and it also doesn't look as its grown out colour, for such black hairs you would have to bleach the hell out of it to apply the colour first, this never goes 100% clean, so when growing out some sort of dirty blonde/greenish colour would be inbetween.
I would prefer the 2 layers though.
cheers steffen, i admit i haven't really worked on the texture so far. there are however fairly sharp color contrasts in reference i have of so called two-tone emo haircuts but i'll keep your points in mind for sure.
anyway, i've been playing with the face shape in the meantime...
thinking of just editing the image from now on as to not end up with a long series of wip images in here.
getting rather bored with this and am not too sure where to take it, i might finish it some time later and start something fresh in the meantime.
there's a list of mesh fixes that need to be done and the texture is still very basic but marmoset thankfully is pretty decent at making up for that.
thanks guys! - and warby: i'm just using what marmoset has available in it's lighting defaults.
no time to finish anything shown so far, nor anything new to show yet, i'm afraid. work is keeping me busy but i have not completely forgotten about this thread.
on the upside, we can do more with polygons and alphamaps now, which is pleasant. so perhaps it was worth holding back.
since i apparently can not show any of my work from the last two years, i started some personal pieces based on the techniques picked up in that time. that old folio needs to die quick.
some progress on the hair, filling up the hairline. volume and shape adjustments will come after, there's still a bunch of lowpoly spikes visible. now wouldn't it be handy if marmoset let us import animation...
next up, playing with this. no realtime render for a change, also only a single camera view. want to wrap it till the end of the month, texture, hair, clothing, everything:
I especially like the black girl with frizzy hair. Would you mind explaining how you approched her hair? Because the only way I can think of is to place every stand of curly hair one by one and bend them along to way to get the shape you want. But that would take so much time haha.
hey cheers. the hair is simple really. every hairstrand consists of a mostly flat chain of squares mapped with tiling texture snippets. so you have root-segment (A), main strand tile (B) and hair-tip segment (C). then you can build your strands like ABBBBBBC. resolution stays high, despite the textures being tiny (i use 256 textures in these shots) and you can make the strands as long as you need them. initially mine were wayyyy to short and stretching or scaling them is not an option.
i use another solid texture for a viz blocker mesh underneath that gives the impression of volume. hairstrands are laid out to cover that solid mesh and the last touch is to built another longer hair strand and twist it a few times so it has silhouette, then place it around the overall hair mesh. so one is always in view as you rotate around the character.
helps to have extreme normals and very contrasty specular on these curls to increase the impression depth. without the specular map which i don't use normally on hair its certainly missing something.
as requested by some, here's my hair material settings for marmoset. beyond colored specular there's nothing special about the textures as such, just an awful lot of placed hair cards:
almost done with the outfit! can't wait to get to pose this finally. it'll only be a bust so i cut the jacket in half to save on work. complex enough as it is to deal with. the fur and velcro is done shadow-of-the-colossus-style in shells.
Thomas, absolutely amazing work!! You're making me want to redo my own models now, there's simply no going back haha. What's your preferred app to paint those odd maps like subdermis or translucency for skin? Do you PP it in Zbrush and bake it?
Replies
these are marmoset screenshots.
If you made tutorial dvd's, I'd definitely buy them.
Very clean model
Keep up
sort of. it's done with fins that stick up from the surface. textures and normals have to be seamless for it to work. means you normally can't just duplicate and paste the same alpha card all over the head.
eats texture space but on the upside it lights well, which is my priority.
One minor crit though, the colorization of the hair looks somewhat off, what you'd usually do in reality is color one layer of hair and let the next one fall over it, while in this case it looks more like the coiffeur somehow masked the hair, with tape or foil or something and colorized only the tips below the mask, however i think if that would be the case the colorization would have to be cleaner and less wavy?
and it also doesn't look as its grown out colour, for such black hairs you would have to bleach the hell out of it to apply the colour first, this never goes 100% clean, so when growing out some sort of dirty blonde/greenish colour would be inbetween.
I would prefer the 2 layers though.
anyway, i've been playing with the face shape in the meantime...
thinking of just editing the image from now on as to not end up with a long series of wip images in here.
Everything looks spot on.
getting rather bored with this and am not too sure where to take it, i might finish it some time later and start something fresh in the meantime.
there's a list of mesh fixes that need to be done and the texture is still very basic but marmoset thankfully is pretty decent at making up for that.
hope the wire of the hair helps.
no time to finish anything shown so far, nor anything new to show yet, i'm afraid. work is keeping me busy but i have not completely forgotten about this thread.
on the upside, we can do more with polygons and alphamaps now, which is pleasant. so perhaps it was worth holding back.
since i apparently can not show any of my work from the last two years, i started some personal pieces based on the techniques picked up in that time. that old folio needs to die quick.
week 1 so far:
the current state of affairs. bit of a wardrobe malfunction.
anyway, found some more time to play with this. (almost) time to move on.
and i wrapped this finally a couple days ago . gone to pick up other loose ends...
I especially like the black girl with frizzy hair. Would you mind explaining how you approched her hair? Because the only way I can think of is to place every stand of curly hair one by one and bend them along to way to get the shape you want. But that would take so much time haha.
i use another solid texture for a viz blocker mesh underneath that gives the impression of volume. hairstrands are laid out to cover that solid mesh and the last touch is to built another longer hair strand and twist it a few times so it has silhouette, then place it around the overall hair mesh. so one is always in view as you rotate around the character.
helps to have extreme normals and very contrasty specular on these curls to increase the impression depth. without the specular map which i don't use normally on hair its certainly missing something.
just imported into toolbag for a quick spin, final output intended to be pre-rendered again.
body mostly complete but still stuck in zbrush.
finishing off an older asset so it can be posed.
almost done with the outfit! can't wait to get to pose this finally. it'll only be a bust so i cut the jacket in half to save on work. complex enough as it is to deal with. the fur and velcro is done shadow-of-the-colossus-style in shells.