Human Head Experiment
- Hirazi Blue
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Re: Human Head Experiment
Nice work... In what application are you planning to (ultimately) render this?
As a test render your above screen shot is okay, but I guess this will probably not be the final look you're going for...
As a test render your above screen shot is okay, but I guess this will probably not be the final look you're going for...
Stay safe, sane & healthy!
Re: Human Head Experiment
thanx mate now i got it i had been testing modo but really wanted to jump in to a autodesk product ..so i choosed xsishushens wrote:Hehehe I can't handle ZBrush very well, Tiago. Besides, I am not a fan of per-poly painting.
Any comments on the texture? Does it look okay? Should I leave it there and try to do shading? I do not have any idea how to do skin shading, actually
I am thinking of giving that BA shader a shot. How should I go about it? Do epidermal, subdermal, back, Fresnel and specular in different passes and then composite them?
Isolating back scattering, specular and Fresnel seems simple. But how do I put epidermal and subdermal back together?
That other SSS problems hasn't been fully solved yet. But I'm working on it
@agrmrs, I began from the lips, as you can see. I have done that a few times before. Either I take a cube and start cutting it up to give it the shape of the upper lip, or I create a simple quad using the Create Polygon Tool (shortcut: N) and then keep extruding edges endlessly until the whole head is done.
If you are doing box modelling, then delete one half of the box, clone the other half, and scale it to -1 on X axis while pivot is on the Y axis.
If you are working with Create Polygon Tool and edge extrude, then create at least one polygon, then make a model out of it. Select the model's null, create instance, scale it to -1 with pivot on the Y axis, and finally under the visibility options of the instanced model, uncheck selectability. Now keep extruding from that polygon and create polygons with existing geometry selected and everything will keep getting copied to the other side. Very useful workflow if you ask me.
But I did not use any of it here. I just went on modelling half of it. Before taking screenshots, I selected all polygons and ran 'Symmetrize Polygons'.
Hope it helps, mate
- shushens
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Re: Human Head Experiment
I am very sorry for leaving this thread hanging. I had some things to take care of.
Had some time today so thought I would post some update and ask for advice.
Beauty Pass:
Facing Specular:
Specular Fresnel:
Adding them in Fusion in Additive mode gives me this:
I am using the Binary Alchemy Fast SSS. The diffuse map I painted was plugged in to both Diffuse Color and Front SSS. Lips and brows in white on black background has been used as a mask with the diffuse map as Overall Color. Bump map has also been used. No FG.
Please suggest how I can improve this further.
Had some time today so thought I would post some update and ask for advice.
Beauty Pass:
Facing Specular:
Specular Fresnel:
Adding them in Fusion in Additive mode gives me this:
I am using the Binary Alchemy Fast SSS. The diffuse map I painted was plugged in to both Diffuse Color and Front SSS. Lips and brows in white on black background has been used as a mask with the diffuse map as Overall Color. Bump map has also been used. No FG.
Please suggest how I can improve this further.
My ill-maintained blog: http://visualdeceptions.info/blogger
- Hirazi Blue
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Re: Human Head Experiment
Can't really explain why (sorry! ),
but I find the beauty pass more convincing than the Fusion comp.
Well done either way...
but I find the beauty pass more convincing than the Fusion comp.
Well done either way...
Stay safe, sane & healthy!
Re: Human Head Experiment
since rendering is definitely not a thing i'm good at, this might sound totally dumb. anyway, i'd say it's bcause the specs are making it look more like a rough metallic thing, with broad whites and desaturated blacks. rims are stronger and sharper than front specs in flesh and dark zones are saturated(maybe it's something related with the sss phenomenon). Sorry if i'm just talking bullshit here I love the albedo texture map. texturing's always been a mysterious science to me.
Tiago Beijoco
http://www.craft.host56.com
http://www.craft.host56.com
- shushens
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Re: Human Head Experiment
Thanks to you both for the quick response.
It makes perfect sense. It was just the first test. I am determined to make it soon better.
More updates will come soon
It makes perfect sense. It was just the first test. I am determined to make it soon better.
More updates will come soon
My ill-maintained blog: http://visualdeceptions.info/blogger
- shushens
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Re: Human Head Experiment
I have redone the shader and the lighting.
Previously I had 3 area lights.
Now I have 2 photometric lights and HDRI.
And I am using Emannuel's Alternate SSS, which is a gem of a shader IMHO, still lightyears ahead of sss_fast_skin.
It's not that great yet, but way better than before, at least
Softimage took a long time to add photometric lights, but now that it is here, it looks beautiful without even one extra click. Photometric lights in Max are a total mess. I am really proud of Softimage
Previously I had 3 area lights.
Now I have 2 photometric lights and HDRI.
And I am using Emannuel's Alternate SSS, which is a gem of a shader IMHO, still lightyears ahead of sss_fast_skin.
It's not that great yet, but way better than before, at least
Softimage took a long time to add photometric lights, but now that it is here, it looks beautiful without even one extra click. Photometric lights in Max are a total mess. I am really proud of Softimage
My ill-maintained blog: http://visualdeceptions.info/blogger
- Hirazi Blue
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Re: Human Head Experiment
Looks great... ;)
Could you share your settings for the shader... pretty please...
Could you share your settings for the shader... pretty please...
Stay safe, sane & healthy!
- shushens
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Re: Human Head Experiment
First of all, I used an indoor HDRI that had certain greenish mood. That's why the top of the head looks greenish. Surprisingly, here it makes sense, like Demi Moore's shaved head in G.I.Jane, but technically, it is very wrong.
The next thing is bump. The skin does not look porous. The blemishes are not very pronounced. They are not really affecting the specular enough. Gotta do something about the pores.
There are many other things that are not right, I think. Perhaps it would make more sense if I tested it with Physical Sun & Sky? Have to try that.
My ill-maintained blog: http://visualdeceptions.info/blogger
- shushens
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Re: Human Head Experiment
I have tried to add eyes.
Is this any good?
Is this any good?
My ill-maintained blog: http://visualdeceptions.info/blogger
- Hirazi Blue
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- Hirazi Blue
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- Posts: 5107
- Joined: 04 Jun 2009, 12:15
Re: Human Head Experiment
I can tell, your smiley's do not agree...
it's just a feeling, but the eyes somehow do not seem
to fit the rest of the shading (which is excellent btw ;) )
sorry I can't explain better...
it's just a feeling, but the eyes somehow do not seem
to fit the rest of the shading (which is excellent btw ;) )
sorry I can't explain better...
Stay safe, sane & healthy!
- shushens
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Re: Human Head Experiment
I understand
I told you I am not good at this, didn't I?
This is the best I could do.
If it still gives you the same feeling, then I am afraid I don't know how to fix it
I told you I am not good at this, didn't I?
This is the best I could do.
If it still gives you the same feeling, then I am afraid I don't know how to fix it
My ill-maintained blog: http://visualdeceptions.info/blogger
- Hirazi Blue
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Re: Human Head Experiment
Yes, again without any helpful explanation
the last one looks better to me too... ;)
the last one looks better to me too... ;)
Stay safe, sane & healthy!
- shushens
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Re: Human Head Experiment
But you think they're still harming the rest of the face?
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