View Full Version : Soldier For Animation WIP
johnnymaster
09-29-06, 05:42 AM
Heyho,
i will post here some shots of my current work. The goal is to create a high detailed, photorealistic soldier for animation.
so, here are some shots:
the low poly model, clear lines were important for the facial expressions.
face2.jpg
WIP shot from zbrush with pores and wrinkles:
faceprev2.jpg
a shot rendered with no skin texture but with normal map, cavity map, ambient occlusion and SSS, the color is coming from the HDRI lighting:
facesss.jpg
and here is the last update, fine skin details, some shape changes. As you can see I'm testing direct lights, the results are not too bad, there is still no color texture for the skin and no HDRI lighting, so i make it b/w:
faceprev4.jpg
faceprev3.jpg
i hope you like it!:D
Firebert
09-29-06, 10:36 AM
Those last three renders are fantastic! The skin looks amazing and I would love to see a full headshot of that, regardless of what details you have not put in. The last too have a great light setup. The last one reminds me of Chuck Close's work (some of his pencil work which is beyond lunacy). In regards to your mesh, is this wire image a sub-d of an even more low poly? I wouldn't consider that low-poly if you're adding a whole body. That's gotta be in the 15-20K range. There also seems to be a lot of polys in the forehead range, which doesn't seem to necessary for your mesh considering that there's not that much detail in that area. Now I did notice that you plan on using this guy for animation, so were you using this area for expressions with the increased polycount? Just curious. Overall, great imagery and sculpting. Hope you're doing more with this because it looks like it could explode!:D
Tom Andersen
09-29-06, 11:06 AM
INCREDIBLE!
Thumbs up!
johnnymaster
09-29-06, 01:40 PM
thanks a lot guys!
Firerbert: thank you because mentioning my work in one sentence with a master like Chuck Close:eek::D
To the mesh: it's a 6k mesh, it's not usual to use a such high amount of polys for zbrush, but i need a lot of edges in some regions for the facial expressions. It's not subdivided, i needed some times to clean up and smooth the lines, the result is a mesh with clear, smooth lines, ready for animation. You are right, actually there's less details in the forehead, nevertheless i need a lot of lines there for wrinkles, i will post some animations in the next following weeks, so you can see;)
So, i hope you will follow this thread in future! Thx!
And sorry for my poor english:td:
Firebert
09-29-06, 06:10 PM
My english sux! So, wlecom to teh club!
fantastic :tu: :tu: :tu: :tu: :tu:
what renderer do you use?
johnnymaster
09-30-06, 04:49 AM
@ doron: Thanks a lot! The preview pics were rendered in Cinema 4D, just for a quick displacement map test with SSS etc. For the final animation, actually i'm not sure which renderer to use. For animation i will use XSI, so it's a benefit to use Mental Ray, but the motion blur there is very slow and i need a lot of motion blur. Well, we will see;)
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