Right, I am having too much fun with rendering stuff out. Dogzer: Haha cheers mate! Hopefully it works out :D Ran into a few frustrations, but it means my brain doesn't know something and needs to work a little harder. Bonebrew22: Cheers! I'm kind of drawn in by the beauty of rendering so I've been reading a lot of…
Thanks guys :D Sukotto: In the closeup i can see what you mean but from a far i never really had the impression of them not matching up stylewise. It also has to do with the Skinshader setup of babedi, his face had pretty strong wrinkles but they kind of get smoothed out by the SSS. But i do think he could use some more…
[ QUOTE ] (sexual tension?) [/ QUOTE ]I actually lol'ed Looking good, now it is much easier to distinguish who is who, before it was pretty easy to get confused. For a cheap SSS you can add FallOff to your opacity slot. It will render pretty quick. I use fall off in the self Illumination map slot to help pump up rim…
For this particular case Arnold would be best option, it's fast in outdoor, has probably best SSS shader and very fast hair (faster that Vray/MR). Also amazing volume light shader for creepy atmosphere. You don't need to make zillion of test renders, just start IPR/render region and it updates interactively as you tweak…
I think that the metal reads as wet right now. The handle is looking good, is it using translucency or SSS? I think removing that extreme roughness detail would improve this quite a bit. There also seems to be a number of bake errors that are lowering the overall quality of the forms. Particularly on the hammer. I think it…
As everybody else said, the modeling looks awesome! The grass does seem a bit too uniform and undistinguished, are you using SSS on its material? Can't wait to see the bigger models textured, subscribed. EDIT: [ame] https://www.youtube.com/watch?v=AFvdK6ZPBN0[/ame] I remembered I saw this some time ago, if you scroll…
This is really cool! I would love to see more attention put into the lighting. Looking at the concept and imagining it in 3D, it feels like each floor would be illuminated by large area lights in the ceilings. That would help give it that luminous look. The hard shadows could be softer too. You might also look into adding…
Separating between elements that use Transparency, SSS and any other shader you where planning on using is I think your best bet like Obscura said. But personally, if you are only using one shader I wouldn't bother splitting it into different textures, Unless of course, you determined that one 4K texture was two much and…
Thanks! Thank you. I used xyz texturing for the pores, these were projected inside mudbox and brought it back to the high poly sculpt. The skin shader is just using a vray fast sss. The textures were baked and created in substance painter 2. Thanks! Glad you love it. Some more tweaks around the eyes. I started texturing…
The models great but her face really does scare me, to the point of I can't not NOT look at it... :| Its eyes man, its damn eyes!!! I think a huge part is that the kin doesnt really look like skin at the moment, its more metallic, and the tones around the face dont really seem correct (As well as a lack of faked SSS). The…