Slowly figuring some of the deeper stuff out. Revisited the head a bit. Now I have to go in and fix parts of the body, then finish diffuse etc.
I'm still planning on doing the whole still, but a series of tests and other work have relegated this to mostly background test rendering for now, render and forget about it.
I've lurked this whole thread and read everything. I've almost forgotten that I'm french.
This thread is golden and every crits are a treasure. I wish I have that acknowledge to point out what it is not correct. All I could have say about your post would have been stuff like "amazing", "stunning" or "cool" and now I see that it is not relevant and doesn't help people to get better.
But, again, I'm a noob, so, YOU're AMAZING sir, deal with it lol.
hope you dont mind and take again with a pinch of saltey goodness haha
I think her hands and feet look too large and her arms are too long, her hands should cover her lady parts if you rotate them inwards. Also looks like the distance between crotch and belly button is too short. Ive pulled the inner parts of the breast towards the sternum aswell, might be good to emphasise the ribs too due to her body type.
shes looking great though, just a few things I noticed that may help
Woaw, Very nice work here; well, I'm a Z newbie, but I want to learn to sculpt heads like that, do you know where can I start?? (I mean good tutorials etc..)
I may need some good tutorials and a lot of time...
Thank you crazyfool, I feel like a lot of those changes make good sense. My main reference when I was modeling, which I need to dig up and post, has a bit of the wider shoulder and longer arm thing going, but I feel like I have exagerated them somehow.
Here were the two most recent shader tests. One is too matte, with too much noise on the face surface, but better scattering, and the other is too reflective, with a better amount of surface noise but worse scattering. I need to find a balance between these tests.
Messing with this quite a bit, screwed up some of it pretty bad. Specular layer is better but I removed the gloss completely so that will have to be redone. I also removed the scatter radius map, so everything scatters evenly for now, which is why parts of the skin seem overdone with red, and individual pores are shining like beacons.
I really tried to get in and paint imperfections for testing, one of these has more than the other. I think that I might go with one of these for the diffuse, and then do a makeup layer over it by using the 'overall' and 'diffuse' channels for storing the makeup texture and information.
With a good enough scatter radius map, or setting up the overall correctly, the makeup will also mask the SSS effect like it normally would.
Finally, I redialed the displacement map a post or so back. I believe that the displacement map is turning the eyelid geometry inside out, which is causing the blackness at the eyes to seem deep and incorrect. I need to sort that out as well.
Thanks guys. Desmond, I just find tutorials everywhere. I also read long abandonded threads by people who are doing amazing work. CGFEEDBACK.com is a great place for this. Travel backwards through the top-row and click on the ones you like, and chances are it's a WIP thread with a lot of great advice and help from other great artists. I learned a ton this way.
For now a shader update. Need to work on the specular. Next update will have gloss maps and better spec, etc.
Thanks gyarados, the blood vessels are in both the scatter layer and the diffuse, as are the pores. In the diffuse, they are red and cyan, and in the scatter, they are deep red and yellow, which allows them to be alternatingly cool in the shadows where there is less scatter/light penetration, and more visible everywhere else.
Here's where I'm at. I basically have to be done with the shader for now. I will probably add some facial hairs and eyebrows and lashes, and a hat, do a render, and call it a still image. Then to work on the rest of the body. But I have a big project coming up so I won't be able to do much with this anyways.
Doing work so I have my computer throwing out small test renders in the background. Hair is hard. It also doesn't want to render out in dark lighting, it needs quite a bit of Global Ill. to look decent. Was thinking about doing a moody scene but guess that's out unless I can find a decent solution to that. If anybody knows one...
I think this is looking amazing ysalex!
Just looked at the paint over tho and I agree with it, I think the armpit definitely looks better a little lower.
Hey, Yuri! At this risk of sounding like a huge kiss-ass, I just wanted to say thanks for putting your stuff out there like this. The progress you've made since starting this thread is astounding, and has been a great inspiration to me. No critiques at this time, just some friendly encouragement.
Second one is just something I thought was kind of cool. I was having trouble getting transparency working correctly in the hair, so I made up a couple of ramp textures. I took a vrayhairsampler and mapped distance along the hairs to the V coordinates of the color channel. That way I could tell which directions the hairs were running and how to do the transparency. Anyways, the image turned out very colorful.
Worked on this for about 2.5 weeks. 13K tris. He gets changes of clothing, so each piece has to conform to a general size and shape, but I can play around with it. Everything is supposed to be changeable, (hair, eye color, etc.), so his textures are a bit hacky.
Textured shots are from Marmoset, but he's built for Unity. Sorry about the weirdness on the Maya renders, but after focusing on this guy for 2-3 weeks I was just having some fun doing something other than realtime.
really nice work on these, very clean and balanced.
my few crits would be that the teeth are blown out too bright and the edge of the eyeballs are over darkened. also the spec seems a bit too much.
for the spec, you seem to have tinted it blue too much to counter the skin tone which is actually not needed afaik in marmoset skin shader(i am not 100% sure on this though) so the spec looks too blue/purple -ish rather than natural white spec of skin.
btw, is any part of this based on 3d scan data ? either way nice work!
Thanks MM, and thanks for the crits. No scan data here unfortunately, It would have been a huge help though. I got stuck trying to do a likeness based on a handful of photos from a Facebook page, haha.
Spent a night doing look development on a new character, playing around mostly with the face.
I totally abused my body basemesh. Other than very minor anatomy changes and new polypaint, it's pretty much the same model, this was mostly just a focus on the face and attitude of things, see what I liked.
Looks good. When I was first looking, I thought the head was too small-- not sure why-- but I brought it into photoshop, and she's about 7.75 heads tall, which is within range (and even is a bit bigger than what many anatomy teachers tell you to do), so nevermind about that.
The curvature in the mustache area is sort of bothering me, but it's not an unrealistic shape or anything. Just an aesthetic choice, I guess.
Also, I think you should hint at the ribcage a bit more. I can hardly tell there is one.
Hey thanks Joopson, those are some great crits. I was having troubles with the rib cage (still am). I liked your paintover of where it should be. And yeah she was the inspiration for the hair, although the hair would change. Always liked her music.
For an update, I did some body work, trying to get a different vibe. She's a bit stockier, with shorter than ideal legs, but without going overboard. The head is also bigger to make her feel shorter, although I am considering just a bit bigger still.
I wouldn't feel sorry about posting naked humans in an anatomy practice thread
Take this with a grain of salt but I think the back side of the corner of her jaw needs some more definition. I mean the line that goes down from the earlobe(next to the mastoid muscle) in the last image. It seems to be forming a corner where the jaw joins the neck which looks weird.
Tonights update. The shirt is untextured and has no fine detail. Also, the materials are not linear, breaking my linear workflow and blowing the white and blue out. Eyes are also colorless it looks like, but now they are more realistically modeled and hopefully in the end I can get them to look more real than the older ones.
Replies
I'm still planning on doing the whole still, but a series of tests and other work have relegated this to mostly background test rendering for now, render and forget about it.
This thread is golden and every crits are a treasure. I wish I have that acknowledge to point out what it is not correct. All I could have say about your post would have been stuff like "amazing", "stunning" or "cool" and now I see that it is not relevant and doesn't help people to get better.
But, again, I'm a noob, so, YOU're AMAZING sir, deal with it lol.
PS: nice figure reference collection: http://figuresfordrawing.tumblr.com/
I think her hands and feet look too large and her arms are too long, her hands should cover her lady parts if you rotate them inwards. Also looks like the distance between crotch and belly button is too short. Ive pulled the inner parts of the breast towards the sternum aswell, might be good to emphasise the ribs too due to her body type.
shes looking great though, just a few things I noticed that may help
I may need some good tutorials and a lot of time...
Regards!
Here were the two most recent shader tests. One is too matte, with too much noise on the face surface, but better scattering, and the other is too reflective, with a better amount of surface noise but worse scattering. I need to find a balance between these tests.
I really tried to get in and paint imperfections for testing, one of these has more than the other. I think that I might go with one of these for the diffuse, and then do a makeup layer over it by using the 'overall' and 'diffuse' channels for storing the makeup texture and information.
With a good enough scatter radius map, or setting up the overall correctly, the makeup will also mask the SSS effect like it normally would.
Finally, I redialed the displacement map a post or so back. I believe that the displacement map is turning the eyelid geometry inside out, which is causing the blackness at the eyes to seem deep and incorrect. I need to sort that out as well.
For now a shader update. Need to work on the specular. Next update will have gloss maps and better spec, etc.
i have a question how did you get the blood vessels to look like that? ( did you do anything special or is it just in the diffuse slot?)
same question for the makeup.
Here's where I'm at. I basically have to be done with the shader for now. I will probably add some facial hairs and eyebrows and lashes, and a hat, do a render, and call it a still image. Then to work on the rest of the body. But I have a big project coming up so I won't be able to do much with this anyways.
rough paint over: http://i.imgur.com/WV0fnc2.gif
Just looked at the paint over tho and I agree with it, I think the armpit definitely looks better a little lower.
Worked on the hair.
First one is raw state of the render.
Second one is just something I thought was kind of cool. I was having trouble getting transparency working correctly in the hair, so I made up a couple of ramp textures. I took a vrayhairsampler and mapped distance along the hairs to the V coordinates of the color channel. That way I could tell which directions the hairs were running and how to do the transparency. Anyways, the image turned out very colorful.
Textured shots are from Marmoset, but he's built for Unity. Sorry about the weirdness on the Maya renders, but after focusing on this guy for 2-3 weeks I was just having some fun doing something other than realtime.
my few crits would be that the teeth are blown out too bright and the edge of the eyeballs are over darkened. also the spec seems a bit too much.
for the spec, you seem to have tinted it blue too much to counter the skin tone which is actually not needed afaik in marmoset skin shader(i am not 100% sure on this though) so the spec looks too blue/purple -ish rather than natural white spec of skin.
btw, is any part of this based on 3d scan data ? either way nice work!
I'm really diggin that plaid shirt too.
I totally abused my body basemesh. Other than very minor anatomy changes and new polypaint, it's pretty much the same model, this was mostly just a focus on the face and attitude of things, see what I liked.
Looks good. When I was first looking, I thought the head was too small-- not sure why-- but I brought it into photoshop, and she's about 7.75 heads tall, which is within range (and even is a bit bigger than what many anatomy teachers tell you to do), so nevermind about that.
The curvature in the mustache area is sort of bothering me, but it's not an unrealistic shape or anything. Just an aesthetic choice, I guess.
Also, I think you should hint at the ribcage a bit more. I can hardly tell there is one.
Here's an image illustrating some of that.
For an update, I did some body work, trying to get a different vibe. She's a bit stockier, with shorter than ideal legs, but without going overboard. The head is also bigger to make her feel shorter, although I am considering just a bit bigger still.
Mask out the cloth, extract, zremesher, and you get pretty decent and instant topology to build on. Amazing how fast it lets you move.
Old model, grey render.
I was trying to say she look so alive
are the renders from vray?
Hair needs quite a bit of work to get it curly enough for my liking. Having a hard time doing that with Maya HairSystem.
Take this with a grain of salt but I think the back side of the corner of her jaw needs some more definition. I mean the line that goes down from the earlobe(next to the mastoid muscle) in the last image. It seems to be forming a corner where the jaw joins the neck which looks weird.
Can't wait for the next update, keep it up!
!
Tonights update. The shirt is untextured and has no fine detail. Also, the materials are not linear, breaking my linear workflow and blowing the white and blue out. Eyes are also colorless it looks like, but now they are more realistically modeled and hopefully in the end I can get them to look more real than the older ones.