I feel you might have rushed ahead a bit as the head still needs a lot of work. If there are closeups/cutscenes this will let the rest of the character down. A lot of the lumpiness of the sculpt is hidden by texturing/sss effect but I think it would be good practice for you to keep working on the head.
Yeah, it's actually pretty cool here is another tutorial about it, and how to use multiple matcaps and masking to get fast SSS type effects and stuff and how to make it out into a diffuse texture. http://cgcookie.com/blender/2012/01/09/combining-and-creating-glsl-matcap-materials/
Thanks Shepeiro, which roof type do you prefer? And yeah, I think I'll add a balcony to limit the view. I'll add some simple buildings as well. Here's my first crack at a palette: Edit: does UDK have support for SSS? If not, is there a way to fake it?
What im getting at is dont compare a rasterizer to a raytracer. This new renderer may well raytrace faster but that shot doesnt really demonstrate that. That should have compared it to PRMan. Turn off the DOF in that scene, add raytraced reflections, put SSS on the skin and the results would be very different.
@gnoop I've just started testing Arnold myself - using MR then Vray then Corona for years - my main reason being the new SSS randomwalk 2 skin shader. Have you tested the Octane Skin shader and what DCC are you running it on? Also, how is Octane's Displacement?
Cheers again guys just thought i'd post a texture wip, using ref photo's and hand painting, renders with a little SSS still have to sort out bump and the lighting but pleased with the result so far hope this is what you had in mind! Cheers again chaps - Gatis
5/10/2020: Old Man Bust WIP Messing around with materials, been referencing some resources from Pablo Munoz G. (@pablander) on skin shaders and have been learning a lot! Super interesting to learn how SSS works inside ZBrush's BPR rendering system.
I'm speechless looking at her face, it looks like a super clean nextgen all spec and sss shit... but it's a simple diffuse. Really beautiful. The geo is perfect, the hair don't look slapped on, they seems to collide with the face, even the protuding mouth work with the poly angle. You're really gifted.
Here's some suspicious looking random creature i made today just to test some SSS shader with all kinds of maps. Rendered with mentalray. I used mesh with around 45k polys for the render + normal map. I couldnt bother remeshing to get lighter base mesh.
ok i opened youre youtube link and saw your wrote about this - thank you - but in maya and mental ray were we should loud this map ? for example for sss material in mental ray wiche atribute in it sitting is for this map (i mean for example specualr plase ? or diffuse and like this )