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Re: Skin Rendering

Posted: Wed Aug 28, 2013 6:48 pm
by xxdanbrowne
Austin is a rocking town. I was briefly there back in the day, staying in the dorms with a buddy at Austin State. I spent the entire two months hammered. I think the name of the bar was "the black cat" or some such. Anyways.. sorry to digress from the topic at hand:
Your renders are sweet. Can't wait to see the eyes.

Re: Skin Rendering

Posted: Wed Aug 28, 2013 9:43 pm
by Witpapier
My custom sss ive been working on. always learning.:) hdr light 3000 samples

Re: Skin Rendering

Posted: Thu Aug 29, 2013 1:31 pm
by nildoe
thx for that Tony, i will be waiting for it! :)

Nildo

Re: Skin Rendering

Posted: Thu Aug 29, 2013 2:48 pm
by tonysculptor
Update: I was working on an eyeball material, and still haven't had time for the full braindump. But it will happen soon.

Re: Skin Rendering

Posted: Fri Aug 30, 2013 4:20 am
by tonysculptor
some progress, but I definitely have some tweaks to do.Image

Re: Skin Rendering

Posted: Fri Aug 30, 2013 6:20 am
by xxdanbrowne
It's coming along pretty well though.

Is the hair transmapped or is it polygon hair? I can't tell. But I like the specular on the right side of it.

Re: Skin Rendering

Posted: Fri Aug 30, 2013 8:38 pm
by Witpapier
tonysculptor wrote:some progress, but I definitely have some tweaks to do.Image
THis really looks great. :)

Re: Skin Rendering

Posted: Fri Aug 30, 2013 9:55 pm
by chris_solo
Awesome work!!! :!:

I'm waiting your Macro... :D


++Chris

Re: Skin Rendering

Posted: Sat Aug 31, 2013 1:56 am
by xxdanbrowne
This *is* awesome but you should see some of his other stuff.

Re: Skin Rendering

Posted: Sun Sep 01, 2013 7:39 pm
by tonysculptor
Still striving for better. I did some tweaks on the skin material (no new setups), and eyes. After I am done tweaking (by Monday evening), I will post all the info, I'm just concentrating on getting it right for me first.
The hair is geometry hair, and I am still tweaking the styling a bit. I will be adding actual geo whiskers and peachfuzz soon. I did some tweaks on the polypaint too.
I was asked if the model was a low res mesh with normals applied. Yes and no - its a high res mesh that has normals applied to get to the detail level that I can't get to with geo due to video memory restrictions. I added two images, one to show the actual sculpt in ZBrush, and a detail render to show my eye material update. More coming, sorry to keep you all waiting for a more detailed how to, but I have to put my own work first :).

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