Octane 3.0 Displacement_Reptile_Study

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Lokken
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Indian monitor Zbrush & octane standalone 3.0

Zremesher / Dynamesh / UVMaster and a little 3dsmax for the water. Then all maps exported into Octane 3.0, combining 3 HDRI maps and image emission from the background to spread a green tint on the lizards skin/scales. Render time with 2 x gtx 980 1hr 10 mins per light pass. Pathtracing 72k samples to remove any hot pixels without using the hotpixel removal tool to retain image sharpness. Texture polypainted in Zbrush. Background image purchased from textures.com then processed in CS6.

Hope you guys like :) Nice and quick ( ish ) from start to finihs took 5 days, could be quicker but was a learening curve too.
Monitor_COMP_02.jpg
Monitor_Left_Spot.jpg
Monitor_Right_Spot_.jpg
Monitor_WithBackground.jpg
Monitor_Beauty_COMP.jpg
Texture_Map_01_FLIP_Brwon.jpg
Asus X99 workstation board / Intel Haswell Hex 5960k with H100i cooler / 32 GB corsair dominator platinum / 1200k corsair platinum PSU / 2 x 980 GTX Vanilla / 1x GTX960 Extreme / 3 x Crucial solid state / NZXT phantom 820 Case / Win 7 Ultimate
itsallgoode9
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That displacement looks real nice! I feel like the dark value between the scales in the diffuse map could be toned down maybe? To me it's flattening out the displacement alot and making it feel more just like a phototexture (with backed lighting) in some places.
Intel i7-3930K, 64gb RAM, Asus X79 Deluxe mobo, 2x EVGA 780 6gb (for rendering), 1x PNY quaddro k4000 (for display)
Windows 8.1 x64, Maya 2014, Octane Render v2
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Terryvfx
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wow :o amazing detail
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Lokken
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itsallgoode9 wrote:That displacement looks real nice! I feel like the dark value between the scales in the diffuse map could be toned down maybe? To me it's flattening out the displacement alot and making it feel more just like a phototexture (with backed lighting) in some places.
Thankyou!

Thats a great observation, something i totally overlooked, i will give that a try, thanks for your feedback :)
Asus X99 workstation board / Intel Haswell Hex 5960k with H100i cooler / 32 GB corsair dominator platinum / 1200k corsair platinum PSU / 2 x 980 GTX Vanilla / 1x GTX960 Extreme / 3 x Crucial solid state / NZXT phantom 820 Case / Win 7 Ultimate
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Lokken
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Terryvfx wrote:wow :o amazing detail
Thankyou dude :D!!!
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Michaelmong
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amazing!
win 10 64bit,4*gtx1070
pegot
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itsallgoode9 wrote:...I feel like the dark value between the scales in the diffuse map could be toned down maybe? To me it's flattening out the displacement alot and making it feel more just like a phototexture (with backed lighting) in some places.
itsallgoode9, very intuitive of you! I was admiring the rendering but kept thinking something was just a tiny bit off. But I don't have the experience or vocabulary to pinpoint what was bugging me the way you seem to have zoomed in on it.

Would love to see this beautiful render improved even more if Lokken can work on what you suggested.
Win 10
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RTX 3090 Asus Tuff

Network rendering:
Win 10
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Lokken
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Joined: Wed May 13, 2015 1:46 pm

pegot wrote:
itsallgoode9 wrote:...I feel like the dark value between the scales in the diffuse map could be toned down maybe? To me it's flattening out the displacement alot and making it feel more just like a phototexture (with backed lighting) in some places.
itsallgoode9, very intuitive of you! I was admiring the rendering but kept thinking something was just a tiny bit off. But I don't have the experience or vocabulary to pinpoint what was bugging me the way you seem to have zoomed in on it.

Would love to see this beautiful render improved even more if Lokken can work on what you suggested.

Agreed, you guys are invaluable for noticing things like this.

Once my current project is completed i will revisit this and implement the above suggested changes, will post in a few days.

Thanks again gang!

Adam (Lokken)
Asus X99 workstation board / Intel Haswell Hex 5960k with H100i cooler / 32 GB corsair dominator platinum / 1200k corsair platinum PSU / 2 x 980 GTX Vanilla / 1x GTX960 Extreme / 3 x Crucial solid state / NZXT phantom 820 Case / Win 7 Ultimate
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