Hi guys !!
My teacher Gattomanzo and I have had a day to try more times various rendering in XSI to test the nomal maps of ZBrush and the scattering on one my model.
This head was modelled with ZSpheres (for Spare Parts Factory), and textured in ZBrush. After this steps I have generate a normal map with Tangent turned on and with a resolution of 2048 from the 3rd. Then I have exported the OBJ in the 3rd subdivision. The normal map is in PSD format.
In XSI I used a d3_normalmap node (downloaded from http://be3d.republika.pl )
and a diffusion node for the sss.
This is the result…> Hope you like it !!
the render tree…
Looking really splendid. Keep experimenting … the line dividing opaque from semi-transparency is maybe a bit sharp on his ear. The mesh looks excellent.
Oh! Most excellent! Thanks a million for sharing!!!
LemonNado
XSI NooB
ok ciccio very well done but…
the rendertree node must be expanded to be completely readable and useful to other users, for example, look at the image1 node that enters the phong node, we all see that is plugged to ambient and diffuse, but the diffuse is contracted.
another thing, move left the rendertree, it covers the diffuse node parameters that may be useful to others.
last but not least the Diffusion Shader is done from the great Daniel Rind Aka the BigMuh…
little critics for a great work (as always)
Yes Magister, I’m sorry and I’ve just changed the render tree pic !
And the Diffusion Shader is taken from Daniel Rind Aka the BigMuh !!
thx for the advice
Nice head. Thanks for the render tree. I didnt know about d3_normalmap node
Keep tuning Drummer its comin along very good:)
thx for all comment!!
this is another rendering done with HDRI…no specular on mouth…sorry
hope you like it…
bravo eh! eh ! eh!
Great to see some work in XSI :).
Keep us updated
Moochie, Lemonnando, Gattomanzo, Mr Micro, pippi and Big Bucks, thx a lot for comment!!
this is another rendering test…hope you like it
Attachments
Hahaha … was that your teacher giving your nose a little tug in front of all your school pals? Heh heh.
That last render is interesting, and it’s confusing me a bit. The strongest shadows on the ground and face imply the main light source is coming from in front of and above the model. If there are more photons hitting the front surface of a head, wouldn’t that ‘cancel out’ the SSS effect seen through his ears and outer edges of the skin? In ‘real life’ I mean. I’m playing with a couple of lamps here and trying to experiment to recreate the effect. I’m moving my hand between a couple of lights … I only get the red SSS effect when the light I’m looking through my fingers at is stronger than the light hitting the side of my hand that I’m looking at. Hmmm … funny how 3D makes you look at stuff like that. I should have paid more attention in my Physics classes when I was at school.
yes, Moochie, he is my teacher and friend !!
the problem you’ve show me it’s really strange…because what you 've said to me about the lights, it’s true in the real world…
maybe it’s a problem of shadows, I have to make them more visible…
or it is a problem of this node, the diffusion node.
I have to do more tests about.
thank U very much, Moochie for always being helpful !!
subsurface work more better in a darkshadow ambient …your background is excesive lightnen…maybe
Moochie and Jotajota,the problem of shadows is about the plane under the pedestal !!
its the reflection doesn’t let you see shadows!!! try to put your hand in front of a light with a mirror underneath …
hope you like it…
very funny playing
The inferior lip is awesome, great render Drum
Wonderful pedestal!!!
joking…great job as always!!!
oh no !! don’t you like it??
damn…:mad:
ilusion : many thx, friend !
Nice render Drummer! This is not a noseblower, too short!!