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This is why I love Octane
Posted: Thu Sep 19, 2013 9:18 pm
by xxdanbrowne
As bad as this model is and not even using anything other than a spotlighted photo color map painted on top of the mesh, I got this:
LOVE Octane!
Yeah I know the hair needs some work....
Re: This is why I love Octane
Posted: Fri Sep 20, 2013 5:15 am
by xxdanbrowne
I couldn't get Tony's Skin Shader set up right so this is with Kayze's SSS Shader.
I have a bump, a specular, a color, a subdermal and an epidermal map.
The dress has a mix map falloff diffuse/gloss shader and a bump.
The hair has a bump, specular and a color and uses Tony's Hair Shader. It still looks wrong.
PMC baked for 400 cycles. You really can notice the imperfections in the texturing when you use the more accurate kernels. Any case, looking a bit better methinks - still needs lots of work.

Re: This is why I love Octane
Posted: Fri Sep 20, 2013 10:19 am
by Elvissuperstar007
it is scary
Re: This is why I love Octane
Posted: Fri Sep 20, 2013 2:42 pm
by xxdanbrowne
Elvissuperstar007 wrote:it is scary
Scary good or just scary?
;->
Re: This is why I love Octane
Posted: Fri Sep 20, 2013 7:02 pm
by MealeaYing
To me scary good.
I am VERY new to Octane but if you can just whip up things like this I think I have a future.
You said "spotlight" are you working in ZBrush?
Cheers!
Mealea
Re: This is why I love Octane
Posted: Fri Sep 20, 2013 11:33 pm
by xxdanbrowne
Cheers.
Yeah I'm using Zbrush. I have a generic base human model I use which I push and pull in zbrush till it's 80% of the way there. I'm typically too lazy to take it all the way there. Then I color match my target subject's frontal headshot to something not too too far off from photo reference in something like 3D.sk. Then I paint the photo over top the subdivided mesh in zbrush then I clean it up in photoshop (trying best to remove splotches and shadow overlaps etc). Then I play with the diffuse texture I made in photoshop using image adjustment > color balance to push it towards the reds for the scattering/subdermal layer and push it towards orange for the epidermal layer. I then desaturate the photo color map a bit to try and kill too much specular. Last... if I can be bothered I'll go back into zbrush and sculpt fine detail with something like Kris Kosta's skinpore alphas and then export the displacement out and use it as a bump. The clothes I cheated and the hair I cheated - the clothes are made in marvelous designer and just the texture is mine. The hair is one of many I have from poser.
For posing I have a rigged version of the base mesh - I transfer the rig and the weight paints to the new mesh.
So after all that I get pretty average results - better than low end game art but by no means photorealistic - for that you want to see what Tony Sculptor does or one of the other photorealists like Rikk the Gaijin or others on other sites like Dan Roarty.
Anyways - cheers.