Frankenstein's Monster - Crit/Advice

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fjg
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Frankenstein's Monster - Crit/Advice

Post by fjg » 24 May 2012, 20:28

Hello -
I've got a setup for rendering this model very close to how I want it. Although the geo, materials, textures are in various states of completeness, the details, sss (thanks to these settings), and shadows are coming out pretty nice.
1-Frankenstein_2spotties_1portal_02.jpg
However when I start to render the clothes with it, the cloth ends up looking not so great. I'm mainly concerned with lighting and surface detail (not textures at this point) looking like this. Although it looks simple, there is a lot of difficult stuff (for me) to capture - the lit areas of the jacket, edges (reflected), bounced and light fall-off. I've tried incidence and car-paint (w/out glossyness), which seems like a possiblity because of the parameters they have, but nothing comes close to that image
1-Frankenstein_2spotties_1portal_03_clothes.jpg
my scene setup is fg, with exposure control on camera, two spots (attenuation, soft shadows, intensity at 22 and 33), and one portal light behind him. Exposure is set to 800 iso, 10000 cd/m^2, everything else at default. I mention this since I'm wondering if the light/exposure settings make the sss adn model surface look good, but may not mix well with other shaders...?

Any crits are appreciated, or advice on a wool (and/ or denim) shader technique for MR.

Thanks!
Last edited by fjg on 24 May 2012, 23:09, edited 1 time in total.

Pancho
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Re: Frankenstein - crit and advice if you have a moment

Post by Pancho » 24 May 2012, 21:53

My main critic is that this is not Frankenstein. It's Frankenstein's monster. : )

fjg
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Re: Frankenstein - crit and advice if you have a moment

Post by fjg » 24 May 2012, 21:59

Oops, hah hah! Dang, won't let me change the title...

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Hirazi Blue
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Re: Frankenstein's Monster - crit and advice please

Post by Hirazi Blue » 24 May 2012, 22:38

fjg wrote:won't let me change the title...
Shouldn't pose too much of a difficulty, but you obviously have to shorten the title
to "fit" the "monster" within the allotted space... (like I did for this single post)
#:-s
Stay safe, sane & healthy!

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Re: Frankenstein's Monster - Crit/Advice

Post by gustavoeb » 25 May 2012, 06:41

looks like you are going to need the Architectural material with a bit of Diffuse contribution, and a lot of roughness (oren-nayar shading). You can then add incidence (inside the diffuse contribution), if that is not enough.
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SamHowell
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Re: Frankenstein's Monster - Crit/Advice

Post by SamHowell » 25 May 2012, 12:20

I like it, the classics designs are always the best.

I think it's a shame to cover up the body with clothing anyway. The body has lots of potential for more gore and scar tissue.

fjg
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Re: Frankenstein's Monster - Crit/Advice

Post by fjg » 25 May 2012, 15:58

gustavoeb - could u show how those nodes would be set up in the render tree? not sure about the last part.

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Re: Frankenstein's Monster - Crit/Advice

Post by gustavoeb » 25 May 2012, 16:16

here it is :)

of course that only adresses shading... nice cloth texture and a little fur sticking out would go a long way.
Attachments
orenNayar.JPG
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fjg
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Re: Frankenstein's Monster - Crit/Advice

Post by fjg » 26 May 2012, 22:54

Thanks for the tips and advice - working on updates now.

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Re: Frankenstein's Monster - Crit/Advice

Post by gustavoeb » 27 May 2012, 20:02

cool, keep us updated. this is looking very good already :D
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fjg
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Re: Frankenstein's Monster - Crit/Advice

Post by fjg » 30 May 2012, 04:44

Here's a jacket update (just a quick texture on it):
1-Frankenstein_Monster_v04_jacketMat_sunlight.jpg
[img]jacketShader.JPG[/img]
and here is the shader for the jacket:
jacketShader.JPG
It seems like lambert renders a bit faster than arc, but I could be mistaken.
There are two incidence nodes - one set to surface/camera, and inverted for the edge lighting,
and one set to surface/lights, for the lit areas. They are offset so they don't overlap, allowing a bit of
shadow... seems a bit dusty in the lit areas, the bump grabs a lot of the edge incidence. not sure what to
do about that yet. Similar shader on the pants. This is lit by physical sun, will do so lower light test in a bit.

No tweaks to Monster except I lowered his traps and added differen shoulder pads so he wouldn't look so
buffed, but now his neck is a bit long - will update all geo in the next tests.

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Re: Frankenstein's Monster - Crit/Advice

Post by fjg » 31 May 2012, 09:06

another update.
I have no idea what the jagged lines are across the shirt and jacket - some uv prob?
1-Frankenstein_Monster_04b_800iso_3iesSpot_lessbrightc.jpg

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