Update: I re-sculpted the pants and added a swordbelt & sash. I also brushed some red into the emissive to give his nose and ears a slight SSS effect. I plan on finishing the sash and sword belt today then moving on to the cloak.
are you going to do it from a fixed camera? the reeds are too dark atm and cause too much contrast, it would also look really cool to fake the transmission lighting ( or SSS), you can do this in many ways quite easily
almighty_gir i wanted to make his muscules to look like this. can you help me with spec map/how should it look? Spitfire how to use SSS on max standart shader? Thx every one for replies!will rework it soon
Well I decided to start something new, something more in my comfort zone. The goal is to make a current gen realtime bust with SSS shading. I already feel that there's something wrong with the mouth... Didn't figuredwhat yet. Crit very welcome !
Nice! I like the skin shader / texture work a lot. I assumed the material graph would be more complex and am surprised that it's relatively simple. I'm guessing there's a fair amount of nuance in that SSS map. Is that something you bake or author by hand?
Really trying to get this to work without any results at all. I'm really fumbeling in the dark here. I know the idea behind SSS but I just don't get any results at all. This is my settings: This is what the textures looks like
great job! thanks for the breakdown of your material and lighting setup, i'm trying to mess around with stuff like this too. what exactly are the white panels? are they just self illuminated polygons? did you also use the sss material for his eyeballs?
20fps on what's probably a top-end comp for one object, i think it'll be a while till we see that tech in games edit: to clarify, I mean that particular tech, im sure there are fake sss shaders all over the place
These are great! I'd love to see more material variation though. Everything seems like the same level of glossiness? Especially the mouth parts seem too dark, maybe too dry, too strong ambient occlusion, and maybe could use a bit of SSS?
@allmighty_thunderAnd on top of that there is also a bit of SSS too... my bet is that a "sudden shift" in value and saturation at some point might do the trick. How to handle this in a reasonable hand painting process? Well I hope we can figure out in the next days.