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LP-S
Posted: Fri Apr 06, 2012 5:05 pm
by MEC4D
Lee Perry-Smith scan , added some facial 3d hair in Zbrush
Re: LP-S
Posted: Sat Apr 07, 2012 12:45 am
by boeing727223
Another excellent job Cath....it holds up nice to extreme backlight and low light in front which is hard to do. That is usually when you see the skin is not good, but in this case it is very good. The way the light hits the back....is nice too. Many people get that wrong because the edges of the light on the skin is supposed to disperse, like what you did, but others make it look to pooled and thus look like plastic. Hair is also very good....its like when you make soup...all the ingrediants have to be there or it does not taste right...same with making realistic human renders.
Re: LP-S
Posted: Sat Apr 07, 2012 12:59 am
by MEC4D
Thanks , it was a challenge as I did not go for the perfect pretty picture , and using distance light is hard , I did not used spot light that why the shadows get diffused but not everywhere , the shadows from the body parts are sharper as the parts are closer to the body . Actually I made test outside with the sun to see and be sure .. when I added more ambient , the skin was returned to it original color as it should, but with this low ambient light condition it just turns deeper red in place of gray as we see more often and gray or black areas are not correct .I am still learning and testing stuff out as I like it more RAW than a flawless perfections as I am bored of it , but you have to remember that if you make the good soup don't mean it will fall in the taste by everyone , and not everyone like it . however it don't mean it is bad ...so I am glad you see the full picture here !
Re: LP-S
Posted: Sat Apr 07, 2012 1:12 am
by boeing727223
Well I'm real glad your on the Octane team......I've seen your work and in no time we'll have more realistic renders. I also read you are making textures to work with Octane....Once I have a pose I like, I usually bring the figure into Lightwave and get rid of all the duplicate materials.....skin torso, skin hip...etc and bring it down to just face, torso, limbs, and nails for the body. I also like the idea of making 1 UV map.....its more sensible than 3 for the body, plus all the material groups. I UV and Map saves alot of space and makes it easier to make blood maps, etc since you don't have to duplicate the process for all 3 UV's.
Re: LP-S
Posted: Sat Apr 07, 2012 2:36 am
by MEC4D
for genesis yes .. that what I am going to do in the next commercial characters no more 5 templates .. just one for all as the all major standards use I really never like it .. but someone got stupid idea and the rest followed , the alternatives you know .. the head never match the face in quality and there is more to render as only pretty face .. it will be better not only for the community and the game makers but also for us to render in Octane .
Re: LP-S
Posted: Sat Apr 07, 2012 2:49 am
by boeing727223
Excellent, bravissimo! Well, I'm back to rendering and playing with some settings and ideas. LOL Ciao!
Re: LP-S
Posted: Sat Apr 07, 2012 12:28 pm
by infernoVFX
Hey MEC4D,
I understand this is a test phase and like what you're trying to accomplish but here's several notes:
- Your specular map is VERY even, meaning there's no difference between the skull and the neck. The only way the neck and the jaw part of the face (i'm talking about the part next to the ear) can be that much specular is if the person is sweaty or wet....
- Your skin pores are great on the skull but the neck/jaw part is generally much smoother. I see you're trying to bring some purple tones to the skin, this is definitely right thing to do
- When you work on your look dev and research take into account that the sun light has NO falloff, its CONSTANT! You can't match that in Octane because the mapped light source HAS falloff.
- I don't know what metod you're using for the Chromatic aberration but it NEVER happens in the mid/dark tones of the img. This is a lens defect on the camera that is ONLY visible where the bright areas meet the dark ones, or in other words where you have the most contrast...
- Please don't get offensive, i'm telling you this because it will improve your renderings (or that soup you're talking about). This has nothing to do how you like your things - raw or whatever - it's just some technical stuff
Best,
V
Re: LP-S
Posted: Sat Apr 07, 2012 3:13 pm
by MEC4D
Hi, thanks for your comments ..
I agree with you on some part but let me explain.
This is a scan and not modeled the level of bump maps don't show in the dark areas at last if there is not enough of ambient light you get the soft box effect and because the contrast is so huge there is huge difference .
The light I used is Octane native sun light , there technically is not fall off and I know about that , it looks like because of the curvature of the body . The camera reponse is on huge contrast I would have to really change the exposure to get the reflection to the right level but then I would miss the parts in the shadow , so technically it is over exposed , and I know that as I mentioned I did not go for the perfect studio picture and when you see some references of regular camera shot of humans in the sun the level of reflections are the same or even more exposed , that is bad photography , but you are total right , I just did not go for that I know a lot of photography as well as I was moderated official Panasonic forum , but because everyone doing the perfect picture I just try some other stuff for change and it is just more interesting to play with and see where you go. The camera response was not correct and I agree with you also , so actually we are on the same page regarding to the technical stuff but I just screw them intentional .