Inside Sabertooth
Learn how Sabertooth uses 3ds Max to create 3D interactive projects, including HBO Go’s Game of Thrones interactive experience
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Galroo (Wip)
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  • RedCobra
  • Posted: 28 September 2011 08:00 AM

WOW!!!! awesome job!! you can almost believe he is real!!



Application: 3Ds Max 2010
GPU: ATI HD6970
RAM: 8GB
OS: Windows 7 64-bit
DX: 11
My website: http://www.wix.com/redcobra/Mohammed-Al-Khatib-Portfoilio
Turbosquid Page: http://www.turbosquid.com/Search/Artists/redcobra?referral=redcobra

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I like WIP-72 it is the best result.  IMO.  What Mental Ray SSS are you using ? The eye texture is good, I’m following something similar. I’ve always wanted to do eyes for some images as you did, in this image.



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The skin shader is based on Zap’s Skin+ shader that combines MIA+ Mental Ray’s Skin phenomena. I reconstructed his phenomena using SkinSSS and Mia_Material_X in softimage. Although be warned, SkinSSS has a bug where it calculates indirect lighting twice. I had to fix that, i wish autodesk would finally fix that!

72 does look good, but the specular was a bit odd. Notice it doesnt pick up the rim lighting too well. The newer shader has much better specular because it blends Zap’s 2 layer fake specular with the soft reflections provided by the MIA. This ends up being much better looking. 72 actually just used MIA’s reflection only which I realized was the incorrect way to go about reflections.

Zap’s phenom has 2 phong spec layers which are designed to use raytraced glossy reflections in combination with the spec layers. When using SSS + Mia, you should also use those 2 specs + mia HL_ONLY glossy reflections to replace the skin’s raytraced reflections. 

Basically in 72, I was not aware of this, or had not even thought to do it. I simply relied on the HL_Only glossy for spec. It looks ok, but you need those 2 phong specs to blend with the hl_only gloss to get a really nice skin spec.

Although, I’m still not entirely satisfied with the specs, the nose and lips should be a little shinier.

The latest render, I think is more skin like. 72 is a bit too waxy. The latest render could probably be a tad bit waxier… but I think its better overall because 72 looks really bad in day light setups. The latest shader does not.

The skin in wip 72 was also oddly green in some spots like the cavities in his forehead lines and neck area where it comes to a v into the clavicles. I could not really figure out why that was, considering the maps werent green at all. The shader seems to have solved that a bit, as I no longer have textures in the subdermal lot. I just used a red color.

As for the eyes, I’ve updated them a little bit from the maps I’ve posted in this thread. I repainted the sclera texture map and veins and tweaked the SSS Material. I still have to get the wetness around the eyelids to show up a bit more.

Author: A.Baroody

Replied: 01 October 2011 03:09 AM  
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Interesting I’d like to see your renderTree setup, if possible.  Specifically these SSS and Mia nodes you used.



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More updates:

Skin textures repainted
Specular maps improved although the lips are too shiny as you can see in the test renders.
Face is rigged a bit for basic deformation of lips, brow, etc.

Things to do:

Fix lip spec
add some hair to skin.
Add more dark mole like spots to skin texture.

Note, always view these in firefox or a browser with color management. (Chrome lacks color management)

galroo_wip-99-edit.jpg

galroo_wip-100_edit.jpg



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Update: Lip details and some more blemishes on skin

galroo_wip-105.jpg



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  • A.Baroody
  • Posted: 16 February 2012 03:29 PM

UPDATE:

I’ve been side tracked a little bit but heres an update. I’ve added fur, and I’m finishing up the last details. Probably going to lighten the brow to match the fur a bit. I sharped up the armor a bit. The tongue looks odd, not sure why. I’m going to fix that.

Best viewed in firefox, or a color managed browser. If you’re on a wide gamut monitor, and use chrome, its going to look terribly over saturated

galroo_wip-115.jpg

galroo_wip-111.jpg



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