Well, as a side project, far away from my usual 3D work, which is restrited to the cold blooded architecture (human's shot on sight, you've been warned) I've taken a model of a woman I had from a couple of years ago in one of those rare boredom weeks, and added some instanced grass and a tree, and some work on props to fit the mood of the scene (I'll add more stuff if time and GPU allow it)
I wanted to test the SSS feature in the leaves, the woman and clothes, the results are not quite there, and I want to play a little more with the materials.
Any feedback will be more than welcomed.
Attached the WIP in octane, the raw image and a little postprocessed one, unfireflyed and desaturated.
A little bit of sunshine won't hurt my eyes
Forum rules
Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the left right corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and use pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the left right corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and use pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
I had to totally redo the grass, the original one was sucking all my gpu power with lots of triangles, so once redone I worked on the model a little more, and changed the skins materials to glossy, I think it looks better now (plus she's clothed, so I can show it to my mum
), still a little bit plastic, but I've got thousands of fireflies flying around. Yet the leaves look to opaque for my taste. Next I'll try to add a little statue I'm working on, and maybe later try to live up her face, cause it seems to dull right now.
I would like some advice about the translucency of the leaves, and how to make the skin more beliveable.

I would like some advice about the translucency of the leaves, and how to make the skin more beliveable.
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
Hey,
nice approach.
Since there is no sss now. You should work as much as You can with textures ( basicly You need to fake Your SSS on texture ), but results with those textures and Octane are great.
It will not look good with directlightning like sun & sky.
I was using HDRIs with fake skin - and not all of them was working properly with those textures, but some of them were really nice.
For SSS now - big resolution and heavy detailed textures + lightning ( and this is solution for only still image )
nice approach.
Since there is no sss now. You should work as much as You can with textures ( basicly You need to fake Your SSS on texture ), but results with those textures and Octane are great.
It will not look good with directlightning like sun & sky.
I was using HDRIs with fake skin - and not all of them was working properly with those textures, but some of them were really nice.
For SSS now - big resolution and heavy detailed textures + lightning ( and this is solution for only still image )
i7 2600K + 2X gtx 580 + GTX 560 Ti + 8gbram + Win7 +
AUTODESK SOFTIMAGE 2012
www.behance.net/mlody47
AUTODESK SOFTIMAGE 2012
www.behance.net/mlody47
Hey thanks a lot, I'll put more effort on the textures, I'm more used to work with layers of textures to get a more complex look, than baking them, but it'll be fun to do. The thing is than because of octane, I'm polishing my modeling skills, just to try new things, it's so much fun. I am used too much to architecture, and human skin is one of those things I got in my "to learn" list.
All images are done with pathtracing, directlighing produces a more "plastic" look, that its great for inanimated things, but too much of a cold mood for my taste.
I add an extra one with 1 hour of baking, the ones above were only 5 minutes on the microwave, he, actually Octane does seem like a microwave in the age of convection ovens.... and it keeps the taste!
All images are done with pathtracing, directlighing produces a more "plastic" look, that its great for inanimated things, but too much of a cold mood for my taste.
I add an extra one with 1 hour of baking, the ones above were only 5 minutes on the microwave, he, actually Octane does seem like a microwave in the age of convection ovens.... and it keeps the taste!
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
well the "statue" made me rethink the whole scene, it needed a lot of work to be where I would like it to be, so I'll wait till we get instances for that, so I took the statue and the woman, and created an small temple-like for them.
It needs a lot of work on the textures, and the ivy needs to be redone, too small scale as it is. By the way, the ivy was done with the Ivy generator, and just in case somebody out there doesn't know about it, go check it out: http://graphics.uni-konstanz.de/~luft/ivy_generator/ great free program to play with and have lotsa fun with your models.
It needs a lot of work on the textures, and the ivy needs to be redone, too small scale as it is. By the way, the ivy was done with the Ivy generator, and just in case somebody out there doesn't know about it, go check it out: http://graphics.uni-konstanz.de/~luft/ivy_generator/ great free program to play with and have lotsa fun with your models.
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
- teknofreek
- Posts: 92
- Joined: Mon Apr 12, 2010 12:27 am
Hey, pretty cool!
I like the hair, (know its still sorta poly solid,) but its got a good shape and form to it.
Keep up the good work!
TF
I like the hair, (know its still sorta poly solid,) but its got a good shape and form to it.
Keep up the good work!
TF
Win 10 Pro 64bit, AMD 1950X 3.6 Ghz, Gigabyte AorusG7 X399 MB, 1x GTX 680 1x GTX 770 mainboard, 4x GTX660ti external, 32 GB onboard mem
Nvidia drivers 388.59
Nvidia drivers 388.59
@kubo, hey found a trick of using trans map in the opacity channel to get very good results on eye lashes and hair.
Win 11 64GB | NVIDIA RTX3060 12GB
hahaahahaha, actually, the hair and the body are the only things I didn't model, the body is the victoria free model from daz3d the head I did model it but I didn't quite get the feel, the real one behind the model has a softer and kinder look (plus she's prettierteknofreek wrote:I like the hair, (know its still sorta poly solid,) but its got a good shape and form to it.


windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
Tugpsx, you'll have to tell me how, cause the eye lashes are there, but I don't know why I cant see them, I might have to "thicken" the opacity mask cause right now she's looks rather weird without them.
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB