Really nice likeness man, nice work. Did you follow any specific tutorials for the skin rendering itself? I've done the Tom Newbury rendering tutorial in Arnold and Xgen but I still get some problems when it comes to the SSS etc.
I think kratos not having sss makes sense, seeing as his skin is covered in the ash of his dead family and would be way more matte XD The thing for me that was done really well is how alive his eyes look, especially in closeups.
Thanks Michalo! Thanks Lurcisia! Since the model didn't have a separated geo for the eyes, I had to solve the problem with textures, by making that area with more SSS and also with a higher gloss value than the rest of the body. That's why it got a watery look :D
Nice work. I've been playing around with Brazil's skin shader and it's really cool overall, but I'm having a problem with the SSS effect abruptly ending as the model's form moves away from the light. Are you using a skylight in these renders or just standard lights?
ok i spent quite some time optimising this thing... i also experimented with DOF and SSS altho this isn't really meant to be a rendered project. i think it looks much better now, but i still don't like the forearms.. any suggestions?
I like how this turned out, not sure fi you are done, if so, on your next one the skin could use a bit more love. Add more SSS and some more reds, specially for someone of this skin tone. Good job tho
I'm so glad polycount is taking this initiative. It's been an amazing place for 3D artists let's make this just as nice for 2D artists :) Here are some of my warm-up sketches: Amazing SSS on my orange. Masterstudy after Seignac Portrait warmup
Excellent results. Never ceases to amaze me what people are achieving with SD. Vid breakdown would be well received I'm sure. ;) Only thing that stands out is that the mud seems a bit translucent or something. As if it has more of a 'toffee' feel to it. Is there SSS on the mud?
Its basicly just a skylight and a directional light, so not much in regards of the placement. Directional: Skylight: World: As mentioned earlier, Post processing, LPV, SSS etc. are another story and play a major part in pushing the scene. I hope that helps. Best, Sebastian
(Color Utilities) Surface Luminance -> (Color Utilities) Clamp -> Ramp Add as a layer to the shader you want it to affect. The layer can either be a layer in a layered texture or layered shader. This doesn't solve your request in the OP but can be used to solve faking SSS.