Sexy red number (updated with two new shots)
Sexy red number (updated with two new shots)
Hey guys,
Here's something I've been working on for some weeks. I'm calling it finished even though I'm still not happy with some of the details (zipper, BBB decal...).
It started from two ideas: My first attempt to use a Makehuman model as base mesh for Zbrush, and a test for various ways to make credible hair in Indigo. So the end result is a combination of Makehuman (lady base mesh+pose), Blender (environment, clothing, accessories), ZBrush (sculpting, texturing, hair), Indigo 1.0.7 for rendering, Violet for tonemapping and PShop for contrast and colour correction.
Sorry for the buxom sci-fi chick cliche, but I just had too.
Just one quick word on the hair: it is largely painted and sculpted in ZBrush. The pony tail is pure Blender and is a mix of volumes, sculpting, and alpha planes.
The skin is two thirds phong, one third SSS, with slightly different IORs for additional smoothness.
I'm cooking a few more angles right now so I'll be back shortly. In the meantime, curious to hear what you think.
Here's something I've been working on for some weeks. I'm calling it finished even though I'm still not happy with some of the details (zipper, BBB decal...).
It started from two ideas: My first attempt to use a Makehuman model as base mesh for Zbrush, and a test for various ways to make credible hair in Indigo. So the end result is a combination of Makehuman (lady base mesh+pose), Blender (environment, clothing, accessories), ZBrush (sculpting, texturing, hair), Indigo 1.0.7 for rendering, Violet for tonemapping and PShop for contrast and colour correction.
Sorry for the buxom sci-fi chick cliche, but I just had too.
Just one quick word on the hair: it is largely painted and sculpted in ZBrush. The pony tail is pure Blender and is a mix of volumes, sculpting, and alpha planes.
The skin is two thirds phong, one third SSS, with slightly different IORs for additional smoothness.
I'm cooking a few more angles right now so I'll be back shortly. In the meantime, curious to hear what you think.
- Attachments
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- YLout2.jpg (228.72 KiB) Viewed 12849 times
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- YLout3.jpg (237.36 KiB) Viewed 12849 times
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- YL.jpg (225.48 KiB) Viewed 12956 times
Last edited by BbB on Thu Mar 06, 2008 8:21 pm, edited 2 times in total.
I think you did a great job, especially the hair. The blend between the hair and her forehead is very realistic. The angle is nice, though I think it would have been better if the ball hovering in the air just had plain sky behind it and not that strange metal structure. Speaking of which, did you make it or is it part of an environment map? In either case, what is it? I like the skin and I think that its tone is nice but isn't it a tiny bit too shiny?
Great overall, you really wonder what she is looking at
Great overall, you really wonder what she is looking at

Sexy indeed! Nice work on this. I think the skin looks pretty good, like a nice slightly-oiled tan. The eye balls look a little strange, though. And the hair, from what I can tell looks top notch! I think your logo should be hard-lined it looks sketched. For another shot, how about partial unzippage!?!
AWESOME!
AWESOME!

- CryptoQuick
- Posts: 13
- Joined: Mon Feb 12, 2007 5:25 pm
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Stur
Hey Stur, thanks. Hopefully you can see the hair a bit better in these two shots I've just uploaded. One shouldn't look too closely though
Olis
Hi Olis, the structure at the back is modelled and is some kind of generic industrial structure. I thought it would provide a nice contrast between the brutal, metallic structure and the soft-edged lady. There was also an afterthought of using it as a metaphor for the lady's toughness. But enough philosophizing.
cpfresh
Yes, I tried a different workflow for the eyes this time. Not too sure about it either. I might revert to the older diffuse-sphere-in-glass-sphere method, though it takes ages to render.
suvakas
Glad I got your thoughts away from work. That's a nice compliment.
Vanessa07, CryptoQuick

Hey Stur, thanks. Hopefully you can see the hair a bit better in these two shots I've just uploaded. One shouldn't look too closely though

Olis
Hi Olis, the structure at the back is modelled and is some kind of generic industrial structure. I thought it would provide a nice contrast between the brutal, metallic structure and the soft-edged lady. There was also an afterthought of using it as a metaphor for the lady's toughness. But enough philosophizing.
cpfresh
Yes, I tried a different workflow for the eyes this time. Not too sure about it either. I might revert to the older diffuse-sphere-in-glass-sphere method, though it takes ages to render.
suvakas
Glad I got your thoughts away from work. That's a nice compliment.
Vanessa07, CryptoQuick

Firts thing: IMPRESSIVE!
I'd very like to tell you what i mostly like in the body modellation, but i see ther are ladies around, so i'll just shut up and let you guess..
I think the cloth mat is very good, and the ball she's playing with is really..real!
I agree with you about the zip: a little "still", i may say..
Bof: little thing!
The only thing i notice - with the simple eyes of an onlooker - is that the cornea is perhaps too white: i think a little SSS will do the job, though!
Best compliments (again..)!

I'd very like to tell you what i mostly like in the body modellation, but i see ther are ladies around, so i'll just shut up and let you guess..

I think the cloth mat is very good, and the ball she's playing with is really..real!

I agree with you about the zip: a little "still", i may say..
Bof: little thing!
The only thing i notice - with the simple eyes of an onlooker - is that the cornea is perhaps too white: i think a little SSS will do the job, though!
Best compliments (again..)!
Great render BbB.
As usual, most of the issues are due to limitations of Indigo
Some crits:
pupils and irises are good, but the white bit looks a bit too white. I'd suggest making it a Phong if it isn't one, reducing the albedo, and adding some blood vessels or a red tint, especially around the edges.
The red clothing material is very shiny (too shiny?), perhaps the IOR is too high.
The hair is great, well done!
As usual, most of the issues are due to limitations of Indigo

Some crits:
pupils and irises are good, but the white bit looks a bit too white. I'd suggest making it a Phong if it isn't one, reducing the albedo, and adding some blood vessels or a red tint, especially around the edges.
The red clothing material is very shiny (too shiny?), perhaps the IOR is too high.
The hair is great, well done!
Hey Ono. Thanks for dropping by.
The white of the eye is a phong already. I see there's a problem there and I think it would be best solved by tweaking the texture (the white value is perhaps a bit too white and there aren't any blood vessels in there. I'll try to tweak that.
The shirt is very shiny indeed. I might try something completely different. Maybe a fabric texture. It should be relatively easy to texture in ZBrush.
This is all 1.0.7 by the way. The 64 bit version is fantastic!
The white of the eye is a phong already. I see there's a problem there and I think it would be best solved by tweaking the texture (the white value is perhaps a bit too white and there aren't any blood vessels in there. I'll try to tweak that.
The shirt is very shiny indeed. I might try something completely different. Maybe a fabric texture. It should be relatively easy to texture in ZBrush.
This is all 1.0.7 by the way. The 64 bit version is fantastic!
No, no longer any problem with big meshes. And this scene has quite a few of those. I'm also reconsidering my early scepticism about Mitchell Netravali (or whatever it's called). These were rendered at hi-res (2400x1800 apart from the close-up shot, which is 800x600) and the blurriness is really not a problem at this res. On the contrary, it gives the image a more homogenous look.
The SSS is real SSS, i.e. glossy transparent and SSS medium.
The SSS is real SSS, i.e. glossy transparent and SSS medium.
For the sharpest possible reslut (without ringing) use b=0 and c=0.5, the default and by the developer recommended Value for MN ist b=0.333333 and c=0.333333 to archive best (subjectively) perceived results...BbB wrote:I'm also reconsidering my early scepticism about Mitchell Netravali (or whatever it's called). These were rendered at hi-res (2400x1800 apart from the close-up shot, which is 800x600) and the blurriness is really not a problem at this res. On the contrary, it gives the image a more homogenous look.
I did some testing last days using MN filtering for splating only, I'll post them "soon"

BTW: great images and work dude... only the eyes need some heavy tweaking, they need to carry her soul dude!

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