Hey all,
Long time no post. I have worked on this on and off for some time, but I am pretty happy with what I have right now. There are still things that need polish tweaks, but its close enough for government work. I'll post more variations as I have time.
http://www.darkcel.com/images ...
Search found 62 matches
- Mon Apr 13, 2015 1:16 am
- Forum: M is for Metaverse Gallery
- Topic: Self Portrait
- Replies: 7
- Views: 2900
- Thu Jul 31, 2014 2:26 pm
- Forum: Works In Progress
- Topic: tonysculptor skin R20
- Replies: 30
- Views: 36009
Re: tonysculptor skin R20
Right now, everything is geo because it can be in the standalone. But I will be moving it over to maya for the final head hair and render, and I will test out fur.
- Wed Jul 30, 2014 12:39 pm
- Forum: Works In Progress
- Topic: tonysculptor skin R20
- Replies: 30
- Views: 36009
Re: tonysculptor skin R20
Updated with facial hair. Still need to do some tweaks, but I thought it was worth sharing before I moved on to the main hair...


- Mon Jul 28, 2014 4:22 pm
- Forum: Works In Progress
- Topic: tonysculptor skin R20
- Replies: 30
- Views: 36009
Re: tonysculptor skin R20
Your welcome. 
Alternate render with a normal map difference. Better or worse than the other?


Alternate render with a normal map difference. Better or worse than the other?

- Mon Jul 28, 2014 1:16 pm
- Forum: Works In Progress
- Topic: tonysculptor skin R20
- Replies: 30
- Views: 36009
Re: tonysculptor skin R20
@ Stevenyang0430: The color is plugged into the transmission color. No need for a diffuse color. Its just a specular material with a scatter medium and large scatter scale value. At larger scale sizes the transmission behaves like diffuse, except that it actually scatters light, allowing for the ...
- Mon Jul 28, 2014 1:06 am
- Forum: Works In Progress
- Topic: tonysculptor skin R20
- Replies: 30
- Views: 36009
Re: tonysculptor skin R20
Another test render. I worked out the spec and added proper eyes. Hair is soon to come.
http://www.darkcel.com/images/test_17.jpg
I created an example scene using my shader that I put together for nildoe here:
http://darkcel.com/OctaneRenderer/InfiniteTestScene.orbx
I used Lee Perry Smith's ...
http://www.darkcel.com/images/test_17.jpg
I created an example scene using my shader that I put together for nildoe here:
http://darkcel.com/OctaneRenderer/InfiniteTestScene.orbx
I used Lee Perry Smith's ...
- Mon Jul 14, 2014 12:21 pm
- Forum: Works In Progress
- Topic: tonysculptor skin R20
- Replies: 30
- Views: 36009
Re: tonysculptor skin R20
The latest version may have not yet shown up in the db. I uploaded it last night, so it should be there soon. It is not the one labeled tonysculptor skin 2- it will have "R20" in the name. I will try to edit the older names for clarity
- Mon Jul 14, 2014 2:33 am
- Forum: Works In Progress
- Topic: tonysculptor skin R20
- Replies: 30
- Views: 36009
tonysculptor skin R20
Hey all,
I just uploaded a new version of my skin shader for Octane 2.0. It now has displacement. I also optimized it a bit for speed and ease of use. If you build your models to real world scale, and plug a color texture into the "Color" slot with the gamma set to 2.2, it should just work.
I ...
I just uploaded a new version of my skin shader for Octane 2.0. It now has displacement. I also optimized it a bit for speed and ease of use. If you build your models to real world scale, and plug a color texture into the "Color" slot with the gamma set to 2.2, it should just work.
I ...
- Tue Apr 29, 2014 5:57 pm
- Forum: Works In Progress
- Topic: Marble SSS
- Replies: 11
- Views: 7255
Re: Marble SSS
By their nature, glossy materials can't have SSS in them. I had the same problem with making skin. What I did find is that if you use a specular material only with SSS and crank the scatter scale values to a high value you can get the desired result. A specular material still calculates reflection ...
- Sun Apr 20, 2014 6:09 pm
- Forum: Works In Progress
- Topic: tonysculptor Skin updated for Octane 1.5
- Replies: 33
- Views: 18188
Re: tonysculptor Skin updated for Octane 1.5
I use a combination of a Substance Designer (not painter) generated roughness map, and overlay a very low detail map that is similar to a specular falloff map. The low res map gives me a broader value shift for specific areas where the roughness should be adjusted. I have used Substance painter, but ...