A small contribution and bit of advice pls.

Discuss or ask critique about your current works
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teknofreek
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Posts: 92
Joined: Mon Apr 12, 2010 12:27 am

Hi, I've been trying to get my understanding of Octane up to speed, still a long way to go, but here's a first try..
There are still some issues with the composition and settings, but I wanted to ask specifically about the odd "shinyness" that appears on the hands/
knuckles.
It seems to only occur when using daylight, not texture, but haven't done much with Hdr yet. ( I really like the daylight module and want to get up to speed on that first.)
Its direct lighting, not pathtrace as I liked the effect of the deepened shadows. Can't wait to get the light through transparency/alpha going, as I think that's the issue with the tear section in the model and perhaps the darkened pupils.. certainly its an issue with the hair.. and yes its a bit basic, but I just wanted to test most stuff together and didn't get a really good hair mesh model to use.
Cheers!
TF ;)
Attachments
direct lighting test496spix 4minutes.jpg
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xtrm3d
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the face look very good :-)
Tugpsx
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Wow, very nice. I have been looking for good tips on skin too
here is one i just posted, its not as good as yours since playing on laptop and having to reduce texture to fit into memory space.

http://www.refractivesoftware.com/forum ... 392#p14392
Win 11 64GB | NVIDIA RTX3060 12GB
pixym
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Joined: Thu Jan 21, 2010 4:27 pm
Location: French West Indies

Haven't you get an issue with the nostrils (somewhat flatten)?
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Proupin
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Location: Barcelona
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About your nuckle problem, read this, you could read the whole thread since it discusses some common shading issues. Cheers
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http://proupinworks.blogspot.com/
vanlicht
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Posts: 139
Joined: Fri Feb 26, 2010 8:19 am
Location: Los Angeles

@pixym:
I think the nostril is caused by the model geometry itself,
judging from the shape of the shade in the cavity area, no?

@teknofreek:
I wasa wondering what's your technique of rendering the eyes,
I posted a relative question here:
http://refractivesoftware.com/forum/vie ... f=9&t=1351
Did you model and texture two geometries, or only one and to simulate
the effect more on texturing?

Additional note, IMHO, the eye's ring texture looks too blurry, making an illusion
the eyes is not in focus. Usually the eyes will be the focus point in a portrait photography
or painting.
Windows 7 64bit | Maya 2010 64 bit (main) | Maya 2011 | Intel i7-920 | Nvidia Quadro FX1800 | Nvidia GTX480
pixym
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Posts: 597
Joined: Thu Jan 21, 2010 4:27 pm
Location: French West Indies

vanlicht wrote:@pixym:
I think the nostril is caused by the model geometry itself,
judging from the shape of the shade in the cavity area, no?.
Absolutly, Yes
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Tugpsx
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This looks like one of the characters for the victoria 4 model over at DAZ3d.com.

I too am curious about your technique for the eye material mapping. Looks like you had to do some surface setting for the cornia to show thru.
Win 11 64GB | NVIDIA RTX3060 12GB
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