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Wednesday Addams

Posted: Wed Jan 27, 2016 2:29 pm
by MDiamond
Hello!

I've rendered my lastest real-time character using Octane, with small post in photoshop.
Based on a concept by Lissy Marlin: http://www.lissymarlin.com/
I've also made a couple shots and breakdowns in Unreal Engine, you check it out on the Artstation page: https://www.artstation.com/artwork/RDyEE

Re: Wednesday Addams

Posted: Thu Jan 28, 2016 10:12 pm
by blackshore
Nice to see a character here!
I like the expression you have manged to set and the framing!
The modeling looks good!

Some thoughts:
I'm not sure what you are aiming for regarding skin, is it mimic silicon (as pixar) or actuall skin or plaster?
Is there some reason why you have chosen a jagged surface?
Why have you faded color on the eyeballs?
Absolutely nothing absorbs or scatters in your shot, is this intentional?
That focus decay seems quite hard, is it suppose to look like that?
Is there some reason why you do not use surface textures such as normals, bumps etc?
That coat seem to have a different resolution than the shirt she is wearing, that certainly can't be intentional?

IF your have rendered your shot as you intended, then the following sources are not needed.
But if you need them to improve your shot, here you go:
Learn SSS management: https://www.youtube.com/watch?v=H07UvTS2Uwk
Smoothing surface: Increaste octane level from 0>2
ior problems: http://refractiveindex.info
Real camera DB: http://vfxcamdb.com/

Hope this post provided you with something useful.

Re: Wednesday Addams

Posted: Mon Feb 01, 2016 4:21 pm
by MDiamond
I appreciate the feedback and the links, very straight-on and useful.

I'm still learning good practices for transmissive materials in Octane so the results weren't high as hoped, for now.

Cheers.

Re: Wednesday Addams

Posted: Mon Feb 15, 2016 6:22 pm
by blackshore
Your stuff will get better as long as you practice. You already seem to have an eye for composition, keep at it!