Simple Renderings Thread
Re: Simple Renderings Thread
Ok, a updated version of the head rendering.
I blended 3 materials together with some custom painted maps, faking a little SSS by using Diffuse Transmitter.
Also some eyelashes were added and lightning improved a tiny bit, output is still 100% Indigo, no post-pro.
Thanks to the help of fused I now can use the "centralized" Displacement map, here is the quick how-to:
The C value of Disp. Texture needs to be minus 1/2 of B.
So a disp. with value b = 0.01 needs a c = -0.005 to work fine with pure 128 RGB gray not displaced,
higher values (brighter) get etruded in normal direction, and lower values (darker) aginst the normal direction.
I also dropped the bump map totally, here the result:
I blended 3 materials together with some custom painted maps, faking a little SSS by using Diffuse Transmitter.
Also some eyelashes were added and lightning improved a tiny bit, output is still 100% Indigo, no post-pro.
Thanks to the help of fused I now can use the "centralized" Displacement map, here is the quick how-to:
The C value of Disp. Texture needs to be minus 1/2 of B.
So a disp. with value b = 0.01 needs a c = -0.005 to work fine with pure 128 RGB gray not displaced,
higher values (brighter) get etruded in normal direction, and lower values (darker) aginst the normal direction.
I also dropped the bump map totally, here the result:
polygonmanufaktur.de
Re: Simple Renderings Thread
Wow, this looks like a photograph. Amazing work, Pixie. If I had one criticism it might be that the left side of the face looks a little too bright, but that might simply be on purpose.
Re: Simple Renderings Thread
If you talk about the face, then its by me not pixie
The Histogram tells me that there is overburning of the image!
Sounds like your monitor needs calibration, the right side of the face is maybe even to dark
the bright/dark style is actually wanted btw...
The Histogram tells me that there is overburning of the image!
Sounds like your monitor needs calibration, the right side of the face is maybe even to dark
the bright/dark style is actually wanted btw...
polygonmanufaktur.de
Re: Simple Renderings Thread
neo0: He said the right side might be to dark -.-
Zom-B: Great work btw, i would love to see it on a diffrent face model aswell, cause i have seen that some materials looks sweet on one model, but breaks apart when applied to another
Zom-B: Great work btw, i would love to see it on a diffrent face model aswell, cause i have seen that some materials looks sweet on one model, but breaks apart when applied to another
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
Re: Simple Renderings Thread
The right side of the face is on the left side of the image...neo0. wrote:The left side you mean.
benn hired a mercenary to kill my sig...
Re: Simple Renderings Thread
Ahaha, didnt notice that one, seams neo0 outsmarted me there
Re: Simple Renderings Thread
This whole material setup is based on 5 textures and 3 materials blended together, I hoped to learn some material workflow that can be applied to every such human situation.Stromberg wrote:Zom-B: Great work btw, i would love to see it on a different face model as well, cause i have seen that some materials looks sweet on one model, but breaks apart when applied to another
I still have a few plans with this boy:
- blend in a SSS material for (best visible for ears)
- open eyes
- A nice Haircut via Hair2Mesh technique and also some facial Hair.
polygonmanufaktur.de
Re: Simple Renderings Thread
Good approach with faking sss. I'd paint tatoos on this guy
I remember Ono suggesting the use of a glossy transparent material for basic skin, and with a transmittance layer (the original albedo map probably) for skin color details. Blended with another material of course.
Is there an exponent map ? Probably, but if not you may use the displacement map, with cavities being more shiny than exposed surfaces, unless its the other way around...
I have seen Oren-Nayar materials in the gallery of the head ressource, but the surface details should alleviate the need for this. Hint ?
I remember Ono suggesting the use of a glossy transparent material for basic skin, and with a transmittance layer (the original albedo map probably) for skin color details. Blended with another material of course.
Is there an exponent map ? Probably, but if not you may use the displacement map, with cavities being more shiny than exposed surfaces, unless its the other way around...
I have seen Oren-Nayar materials in the gallery of the head ressource, but the surface details should alleviate the need for this. Hint ?
obsolete asset
Re: Simple Renderings Thread
Ok, after a lot of testing here a pure Glossy Transparent version:
polygonmanufaktur.de
Re: Simple Renderings Thread
Interesting, thanks Zom-b. There seems to be a bluish tint around the edge. Did you use absorption-layer-transmittance for the skin colour?
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
Re: Simple Renderings Thread
I say plug him into the matrix.... like Neo
benn hired a mercenary to kill my sig...
- Doug Armand
- Posts: 1038
- Joined: Fri May 16, 2008 5:49 pm
- Location: London UK
Re: Simple Renderings Thread
That is one sweet bit of texturing.
How spooky would it be if he opened his eyes and said boo!
How spooky would it be if he opened his eyes and said boo!
Doug
Doug Armand
Doug Armand
Re: Simple Renderings Thread
Zom-B- very good, material of head in first render looks so real.
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