most recent update: final portrait, I think?! Hi all, Trying to refine my freehand likeness sculpting skills. Referencing Georges St. Pierre for this one because he's got some pretty cool asymmetrical stuff going on. The end goal is to get the realistic likeness as close as possible, develop fine skin detail techniques,…
Thank you, that paintover was very helpful! You start to miss little things like that after staring at the same sculpture for so long. I appreciate it. Here's update 03. Tried to fix some of the mentioned things, and also started tertiary detailing and skin pore work. It's a little extreme at the moment, but every time I…
Does anybody have any links to good resources for reading up on current/next gen game specifics? I'm thinking about taking this model real-time and want to check out what the current industry standard is for things like UVs and topology.
@PattyWhacker @musashidan Thanks guys! Definitely took note about the lip suggestion and detailed it a bit more. And..shader test! I think I'm feeling happier with the likeness. Still quite a bit more work to do before it's ready for any sort of final render. Would love to hear thoughts.
Hey @Isunoj ! Thank you, I appreciate your comment. I'll do a bigger breakdown at some point, but I can give you the gist of it for now. Essentially, I started off with some very subtle surface noise, just to break up the surface of the skin in big patches. Then I started pores. Basic zbrush alphas, as well as photo…
I would consider dimming the lighting on his left *slightly* and introducing a subtle highlight (if possible) to his jaw on the right because it looks quite flat at the moment. I feel like a highlight on his jaw would just make the pores/stubble read a bit better because, at the moment, it stands out a little bit as being…
I feel like the lips need some more cuts into them. Compared to your reference, it's not as detailed. I also think using fibermesh for the eyebrows would be better depending on whether or not you're going for a photo-realistic look or making this in-game resolution. I think you should go for both. For presentation…
I really appreciate the shoutout and getting on the front page with this thread :) was a nice surprise to see. @Jackub Thanks! At the moment, I'm using a specific painted spec, displacement, diffuse and a single sss map. Once I start refining the shader and finishing the sculpt I'm sure I'll end up using multiple SSS maps,…
You're well on your way to capturing the likeness. Here are some things that stick out for me: GSP has quite pronounced masseter muscles. Your model doesn't reflect this. The temporal ridge is way too sharp and it just shoots back at an angle rather than an arc. The temporalis muscle is absent. There is a weird lump that…