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Showing content with the highest reputation on 06/26/2017 in all areas

  1. Thought I'd create a new topic for this project for once. I did this sculpt last year as my first Zbrush head sculpture but was never satisfied with the final render. So after moving to a new village and inbetween painting walls and renovating the house I decided to pick up that project to get a more realistic result.. though probably not as realistic as Rectro's females ;) The head I made didn't have good proportions so I hope I did a better job with this one, not really using a lot of reference pics... yeah I know, I should :) Anyway, I'm planning to give him a cap and outfit like in the Peaky Blinders show I think. So far made with Cinema 4D, Zbrush, Substance Painter and this render with Marmoset Toolbag. Texture is half hand painted and half my fathers face :P
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  2. New addition to the fat birds family, he's gonna be a biggie. head modelled so far.
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  3. Thanks Spiral for your comprehensive insights there - I am learning a lot from you lately :) I will improve the cloth, lose the eyes, and move limbs in so they are part of the main body I think - it's all good points. Also thanks to @DanLSK, @VECTOR, @bobc4d, @ninjad who have convinced me no eyes is better :) CBR
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  4. Thanks, appreciate your comments. Because Im working on a likeness, this set up is to give me fast visual feedback, the texture map is hand painted, the final map will have more detail in it. The SSS is using one hand painted diffuse colour map, the ALsurface is doing the rest. Very important is the skin detail, and getting the Reflection amount, and roughness right with the maps. Iv got a kind of formula that seems to work with using the right values, il post my findings. (see image below, may need to click see full size a few times) The secondary Refection has a IOR at 0 so it shows directly at the front of face, the Primary IOR is 1.7 pushing the reflection with a gloss of 0.5 to outer edge. Both Reflections use same amount map, only the Primary has its exposure at 2. Dan Thanks, glad you like it so far. The eyes are two shells. Inner shell which has the flat diffuse colour map. The material is using a blend of diffuse and SSS from the Advanced Vray Material. Outer Shell is reflection, and refraction. Just one key Area light, no Gi, and one Rim light. Dan
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