I assume. I mean, I might be wrong, so take it with a grain of salt. Why I say this though is that a normal map doesn't do anything to the geometry, it just helps to fake the lighting, so there is no geometry information for the renderer to take into account when calculating the SSS. It might not be noticeable until you…
He looks pretty plain, so I don't know what to say. If you plan on keeping him this way, then I would suggest improving the material definition at least so rubber reads like rubber and leather reads like leather. Also, you specular seems a tad off? I thought that the red stripe at first was supposed to be paint or a strip…
all very cool stuff so far.. forms are great... not quite agreeing with t SSS you have on the human model.. it seems a little too much on the plastic side.. and a little too bloody.. maybe tone down the specularity a bit or broaden the anisotropic high light, and up lessen the translusancy.. SSS is always touchy...the…
As far as I know, there aren't universal rules when it comes to compositing. The only thing that matters is your artistic eye, your taste. However, generally speaking: - shadows, ambient occlusion and cavity should be set to multiply; - highlights should be set to screen; - diffuse = normal is ok; - the main purpose of the…
Has the new SSS been "removed" from the newer releases? Setting AllowSubsurfaceScattering=True in the BaseEngine.ini file of the UDK-2011-01 release gives the option to check the Enable Subsurface Scattering tickbox on a material, and get the new SSS functions working on that mat (SubsurfaceInScatteringColor,…
Hello all! So a friend of mine sent me an OBJ of a head model he worked on in ZBrush, and textured in MARI. http://img.techpowerup.org/161230/upload-toue4.png In the picture shows all the texture files he worked on in MARI. He also sent another folder called "Displace" in which he had a file that was in the extension…
cgtalk is currently down, but there is an entire maya sub forum there for rendering. Try: http://www.highend3d.com/maya/downloads/shaders/ There's a ton of shaders there. I don't know If you're using software or mental ray. I've tried a few SSS shaders. Some are a lot better than others. There's one there on the first page…
Hey, thank you so much for taking the time to give me this feedback — I genuinely appreciate it! I'm a fresh graduate 3D artist, and I'm eager to keep learning and improving. The piece you mentioned was rendered in Marmoset, and you’re absolutely right — I still have a lot to work on, especially with lighting and SSS.…
Hello Everyone, This is my attempt at Keanu Reeves. I sculpted him out in Zbrush and did the hair using Fibermesh. Retopo was done in Maya and the render was done using Mental Ray. For now I will post a Clay render and I will continue working on the SSS, but I am going to take a break from this model for a bit. There are…
Ironbelly is expanding again and we are looking for passionate and experienced 3D modelers and texture artists who have experience creating assets for Unity and/or Unreal. We are a very well managed, established team with a great and long standing reputation in the indie dev community. As such our clientelle is strictly…