wow…amazing
:rolleyes:
Excellent, especially because rendered with Arnold so beautifully. Can you share some more insight on your eyesetup as well?
Would be nice to see you take her as an entire figure in pose in scene…
Cool work, I like it.
A few years ago there was ZBornToy. Change a letter and there`s a whole new dimension opening. And it seems the world is conspiring towards it (“Her”)
That’s great! Hey, isn’t this based on one of your friends? If I’m remembering that right, have you told her?
For those who wondered about my nHair workflow. Here is your chance. I wrote this 6 page tutorial for 3D artist. Showing the process of making a photorealistic portrait in Maya and Zbrush… get your copy now and enjoy it http://www.3dartistonline.com/news/2014/03/get-3d-artist-issue-65-today/
@ Aniki: Thanks. I though I post it before…Well here are the geo setup:
@Teyon : She was not really base on one person . I use few person as guidance in terms of shading and haircut :
Check this link I pose before: http://www.zbrushcentral.com/showthread.php?181359-Alex-Portrait-of-a-Young-Woman&p=1051167&viewfull=1#post1051167
JayBass : I am working on her body now… will post something later But somehow it will take away the magic. Full body is hard to make it real. But for a figurine that would work. I need to find a way to convert those hairs into printable geometry.
Very appreciated, thanks. I looked into more complex eye setups but will try yours. Any chance on an insight on the shader settings for the Eye and the Teeth as well? Got the 3DArtist mag lying around already, great work, congrats!
Hi Aniki,
Its pretty straightforward
Iris : Since it’s inside a liquid or lens you wont need any specular component. Just lambertian material with no reflection or specularity
Eyeglass: Solid glass material with little refraction around IOR 1.31 to get interesting refraction effect when looking from the sideview.Everything inside this glass sphere are non reflective materials (sclera,iris)
Sclera : Pure SSS. No diffuse weight or specularity.Mapped transparency on the edge to get soft transition from Sclera to Iris.
Tearline : Just reflective transparent material.
I use the Arnold AiStandard for most of the component.
For the teeth I use two model per teeth. One simulate the enamel and is the outer shell. The other model is a smaller version of the same teeth using Smooth brush will help you shape that in zbrush.
The innerteeth would only have SSS material and the outerteeth would be refractive blurred glass type of materials . Check out my screenshot below:
you wrote:
aniki
Very appreciated, thanks. I looked into more complex eye setups but will try yours. Any chance on an insight on the shader settings for the Eye and the Teeth as well? Got the 3DArtist mag lying around already, great work, congrats!
Hi Khitan, thanks so much for the immense insight here! I tried a different eye approach before, so this one looks less complex. Interesting that you stack the teeth “layers” via actual geometry. Do you have internal reflections activated on the refractive outer shell then? What about SSS Trace Sets? Are you using these for the Teeth+Gum? (I assume Gum uses SSS as well)
The absolute Dream Girl, You have created Fantasy realized…
I applaud your Skill and Sensitivity… Deke
Great!