ysalex -the mr skin shader is really flakey at times and it's not 'just' a question of the numerical settings, it's the tex maps and loads of other things which can make or break it.
I am going to try and do a simple tutorial real soon, but this was a great help. http://hi.baidu.com/freehuman_zx/item/8cdfe925a60a958a9d63d189
TBH my tex maps look not much like the ones in the link, but it was helpful overall.
I tend to crank up the epidermal strength a bit to like 1.7 or similar, with subdermal around .7
I tend to focus on the epidermal and subdermal, 1st one is fleshy coloured the other saturated orange.
with those two maps alone you can get a nice looking skin effect.
sltrOlsson - yeah been trying to move away from real time of late and just try and produce nice work, rather than worrying too much about the target platform/engine.
Here is a Breweryscene I am working on in Cryengine. Still have to go over this and add some things like light fixtures, ambient things and light sculpt.
Ruz: Those are looking pretty good. I remember taking that journey and how painstaking it was to find all the necessary information to finally start getting good results. The best resources I found were the eat3d portrait tutorial, and the digital tutors tutorial on a linear workflow by Adam Lewis. What you have looks good, just seems like you need to up your samples of something.
Guedin: I think that's pretty superb!
MM: great texture work as usual.
Started taking the Eaton digital sculpting class, here's the first half of week1.
retleks: Great work, I think the chest might be a little bit more down.
Shogun3d: awesome Dozer you got there, badass details.
Popeye9: loving the box hehe, great scene!
I have been working on this the last two weeks... CharacterStrip por esraulgalindo, en Flickr
It is not done yet.
Hi!
First time posting here. The original design is by jiaojiefeng (http://cghub.com/images/view/188824)
Still a wip, finishing retopo after blocking out.
Update on my Japanese Bridge. Really trying to get my gold trim to read correctly, but it's proving difficult. Really playing with it, and I'm sure there will be major changes...
retleks - thanks for the advice, yeah its very painful learning this stuff, lots of contradictory advice from different tutorials or they miss out important settings.
I got teh basics down, but need to get more refined, use more advanced lighting etc.
will check out those tuts:)
MM great work as usual
FabioPaiva - loooks great so far.
I decided to continue working on this since I have managed to find some decent render settings in Adobe Premier which give me good looking end product.
I started working on this by taking inspiration from the Dead Space Games and the Alien film
solarSailor, looking good man There's a lot of noise in your textures though; it would be easier on the eye if you tone down the normal on the walls and lower the contrast in some of your textures
ysalex, that's beautiful the first thing I noticed though is how pronounced the philtrum is. soften the edges?
Here's another quick lunch break painting. I call it: Shiny Ball on a Wacom Pen Stand.
It like totally represents how we as artists are reflected in the shiny things that we produce, dude
I decided to continue working on this since I have managed to find some decent render settings in Adobe Premier which give me good looking end product.
I started working on this by taking inspiration from the Dead Space Games and the Alien film
The volumetrics coming from the lightbulb look really odd, like it's a thin cone pointing down. It's the kind of volumetrics you'd expect from a tight spotlight/flashlight, not an open bulb
Replies
Tried to see how far I could push myself.
Yes! First face I see from you that's not like all the others. Great work!
I am going to try and do a simple tutorial real soon, but this was a great help.
http://hi.baidu.com/freehuman_zx/item/8cdfe925a60a958a9d63d189
TBH my tex maps look not much like the ones in the link, but it was helpful overall.
I tend to crank up the epidermal strength a bit to like 1.7 or similar, with subdermal around .7
I tend to focus on the epidermal and subdermal, 1st one is fleshy coloured the other saturated orange.
with those two maps alone you can get a nice looking skin effect.
sltrOlsson - yeah been trying to move away from real time of late and just try and produce nice work, rather than worrying too much about the target platform/engine.
latest test with a bit of hair and fur
Couldnt sleep - made a door - thanks for the tutorial Damian !
Im not sure your hinges will rotate, looks nice tutorial was well followed
It's been a long time I post anything here so here it is. I mostly worked the texture of the face so everything else is WIP :
Here's the WIP thread
http://www.polycount.com/forum/showthread.php?p=1682967#post1682967
Here's a shot of the high res so far.
Guedin: I think that's pretty superb!
MM: great texture work as usual.
Started taking the Eaton digital sculpting class, here's the first half of week1.
Shogun3d: awesome Dozer you got there, badass details.
Popeye9: loving the box hehe, great scene!
I have been working on this the last two weeks...
CharacterStrip por esraulgalindo, en Flickr
It is not done yet.
concept art here http://davislim.deviantart.com/#/d5hk3w0
First time posting here. The original design is by jiaojiefeng (http://cghub.com/images/view/188824)
Still a wip, finishing retopo after blocking out.
D-d-d-d-dayum!!
Update on my Japanese Bridge. Really trying to get my gold trim to read correctly, but it's proving difficult. Really playing with it, and I'm sure there will be major changes...
This would be SO awesome to model... Would be too much fun lol. Awesome work, every material definitely reads really well.
update of my Thompson with new textures and a new fangled real-time viewport shader
thread can be fond here
I got teh basics down, but need to get more refined, use more advanced lighting etc.
will check out those tuts:)
MM great work as usual
FabioPaiva - loooks great so far.
I started working on this by taking inspiration from the Dead Space Games and the Alien film
tell me what you thinkhttps://vimeo.com/51271698
here's a screen grab in case the link breaks.
ysalex, that's beautiful the first thing I noticed though is how pronounced the philtrum is. soften the edges?
Here's another quick lunch break painting. I call it: Shiny Ball on a Wacom Pen Stand.
It like totally represents how we as artists are reflected in the shiny things that we produce, dude
No low poly, just high poly.
looks ace man keep up the great work!
davislim - cool lookin' chick!
A vehicle from me.
The volumetrics coming from the lightbulb look really odd, like it's a thin cone pointing down. It's the kind of volumetrics you'd expect from a tight spotlight/flashlight, not an open bulb
planning to make a lowpoly out of that.
Dont remember if i ever posted those
Darkness II guns