Holly s*** ! Just insane ! It seems so real !
The render is awesome, really great work. The shader is so realistic! How did you do that !
Clearly top row ! Keep it going, i beg you !![]()
cool reference photos!...so wheres the 3d model?lol
stunning, just stunning very good work as always, keep em coming.
Best regards mutte
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Oh my god! I would have thought that this was a photo if it wasn't posted here. Of course its not complete but a bast majority of it is and if it were cropped without the top of the head you would think it was a real man.
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awesome !!! five stars from me
great work Luc !
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This is looking amazing!
ce petit sourire et cet angle de cam lui donne vraiment vie ! excellent travail !
je suis assez curieux des paramètres de ton SSS, je connais que dalle au SSS de Vray.
Tes yeux sont impressionnants aussi ! est ce que tu les modélises comme dans la réalité ou ce sont juste 2 sphères
on en veut plus, bonne continuation !!!![]()
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OMG! HE IS LIIIIIIVE!!!!!![]()
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Congratulations!
this is amazing and the most real cg eye I have ever seen![]()
As for the character, I think it is by now beyond the point where anyone could mistake it to be a real living person's photograph. Congratulations!
Wow, your work has improved greatly as of recent! I still remember your original Arnold Schwarzenegger renders back from like 2005 and even then they were amazing. But now this is like a whole new level of awesomeness! I would say your work reminds me of, or is in the same class, as the likes of Jacques Defontaine, Max Wahyudi, etc.
A couple things stand out to me as being really well done: The eyes. Not just cornea itself, but the surrounding skin area. There's some very nice subtleties going on w/ the SSS and the right amount of spec to make it believable. The tear duct area and the lashes are also very convincing.
Also, the lips look very well done! It looks to me like you've applied just the proper amount of translucency to make it look believable.
Only crit is that I think the eyebrows look very artificial. Perhaps a little thin. They appear to lack depth, like they're painted on, even though you said you're using Hair Farm, correct?
Couple of questions, hope you don't mindWhat version of VRay are you using in conjunction w/ Max? Last version I used (1.47, I believe) seemed to PALE in comparison w/ Mental Ray's SSS capabilities. What changes make it stand out over Mental Ray, at least for you? And how many painted maps are you using to achieve this look? Lastly, were you in any way inspired by Marc Mordelet's (aka visionmaster2 on CGTalk) VRay skin shader from a couple of years ago? Any insight would be greatly appreciated!
GJ!![]()
Hi all thank's for all you'r kind comment, it motivated me to continue!
I'm working on the hairs now, I need to make them hyper real, not an easy thing to do! lol
MisterE : Thank you for you kind commentsAs fo the eyebrows, I know, the problem is that I have converted to poly and rendered them in vray, but renders AA suck at rendering thin lines of polygons .. so I will render them in hairfarm later or maybe in hair and fur since vray now support it . But all the rest of the hairs will be rendered with hairfarm wich is much better and I will comp them for the still.
So I use vray 1.5 sp4 for 3dsmax 2010 and that new vray have the sss2 shader , wich is much better then the vraymtl for doing sss. You can't get realistic skin with a vraymtl, impossible! I tried so many time.. impossible, so don't wash your time on this one, use the sss2.
what make me choose vray sss over mr sss is that the front scatter is much better in vray and it do not dissolve the diffuse like mr does and the displacement details remains there also. An other thing, Vray GI is better then mr and is more physically accurate. the sss2 is also more accurtate so it help to get better result.
On the other side, vray has a little trouble when the sss is too mcuh strong, it tend to became greenish, lack of control over the sss layers and especially on the back scatter and reflection, but, in any case, I got much better result with vray then I did with mr so.
And no, it has nothing to do with Marc Mordelet's sin shader experiments.
For the maps, it's pretty baisc now, I still have to tweak the diffuse, I just have a diffuse map and bump map , in the spec it's a noise for now, I will had a spec map later.
and thank's to pixologic for Zbrush , I was able to do skin pore details even at only 2.6 millions poly's so it's cool! Zbrush is very well optimised for doing super detailing stuff, much more then Mudbox compared to the same amount of poly and the workflow for doing that is better also.
LY : thank you! and I totally agree with you about your workflow for the displamcent maps.
guillom: Hé merci! ouais ben c'est la façon dont ils sont modéliser qui aide ils sont physically correct si on veut, le shader ca aide aussi mais le modeling vraiment car ca fait reagir le shader correctement, la texture aussi aide beaucoup, et la reflection,refraction..bref tout, meme le liquide etc , c'est un tout et faut balancer tout ca pour que ca fit. j'avais fait une version avec de l'alpha qui aurais probablemnt pu donner encore mieux mais bon, le sss2 ne support pas l'alpha donc.. j'ai oublier cet approche.
Sycron: No I did not even use hd sculpting. I had only 2.6 millions polys, with more poly I would have need able to sculpt also some really fine wrinkles and add more details, but I must wait to have an other pc lol.
Hey no update for now, I begun the cloth but too early stage to show something, gonna takes some days to get the hairs stuff done, lot's of work in that.. he have a weird haircut and many fluffy hairs.
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