ZBrushCentral

A head sculpt

ye. :+1: u crazy.

:red_circle: u typing a lot about pore modelling. So u use Displacement here, in order to make correct lighting of this skin pores? Or Normal map was enough here?

:red_circle: and, what did u do with this stupid greenish bug with high values of
scatter radius?

can you render him please from side and 3/4… would be really cool to see these perspectives…great job …

i like the last dark eyes the most…but the blue are looking somekind interesting too…

Just great. I would like to see a 3/4 view too. :+1:

Next time you start a new character from zero you should screencast everyting you do!!! Even the mistakes (usually mistake are more interesting than right things).

I´ve done alot tests now with this shader. did you have the same problem with bright lights? when I use a bright light the skincolors start to burn out. I think it´s the scetter effect. but it looks bad. it turns to yellow and red with dots on the borders. so I ve to be carefull with the lights.
I don´t get the skin only turn bright in light areas.

Hi thank’s all :slight_smile:

Ustos : I used displacement and bump combined here. And about thegreenish bug, it’s really dumb, but there is nothing to do about it, but I notice, if your color of the sss color has a too big difference with your scatter color, it make the effect worse( and it depends on these 2 colors, read the doc you will understand).

O/MI and ChrRambow: Of course I can, but what I can’t or won’t do, is rendering him with a complete composite shot, with hairs and all the stuff, if I do a shot, it will be just a simple render, so gonna look less good of course without all the stuff.

Koutetsujeeg : haha, I would like, but gonna go on torent lol… so… don’t know.

pitchepuck : I did not had problem with bright light, but what do you mean by bright light? if it’s really a blasting one, I guess I will have this problem too, but as you can see on my render it’s ok. Wich light do you use? Vray light? and maybe it’s due to the set up of your skin shader.

or maybe you put your light too close? Can’t say like that, must see the scene.

@Big guns: a plain screenshot is fine too :slight_smile:

Big guns hmmm. But with displ map (2D or 3D) and SSS2 shader my render time goes up to 15-20 minutes – :warning: too big for tests. Did u do ur render test with Normal and Bump only?

:question: Plus some trouble with sss color texture. I made some kind of diffuse map and put it into this slot. But changes with this map slightly visible, it’s don’t effect at the color of the surface at all. What’s wrong?

:grimacing:small_orange_diamond:grimacing:small_orange_diamond:grimacing:small_orange_diamond:grimacing:small_orange_diamond:grimacing:

Amazing work , Big guns ! The best I ever see !

Maybe if u have some time free and if is possible to make a little tutorial with some settings u use ?

:smiley: Thanks in advance :smiley:

  Vali

Awesome! :+1:

I can´t express myself in English with this one, so.


Te fuiste al re-joraca vieja, la verdad esta muy recontra re zarpado!! te felicito es im-pre-sio-nan-te!!
:+1: :+1: :+1: :+1: :+1:

Congratulations, Big Guns!

you probably fooled many CG artists for the first time in their lives, as this is a true photorealistic render, with all perfections AND imperfections. there aren’t many of these, Bravo!

But my main reason to congratulate you, is that you’re not just a good artist, but a good person, as you seem to be very helpful, either with beginners and experts. Many talented artists think they’re just too good to spend their time with fool questions, but you, extremely talented, find time to help everyone.

I wish you the best of luck, keep the awesome work!

hey Big Guns, i’ve been through all the posts on this thread, and i learned a lot, but the more you learn, the more you have to learn, so i guess its my turn to ask you a few things:

-usually people say you should apply sss materials on eyes to look realistic, but as part of a complex and physically accurate modeled eye, you’ll have at least 2 objects, the inner eyeball where the sclear, iris and pupil are, and the outer transparent surface, or cornea. so you apply the sss on the inner eye, and a standard vraymtl on the transparent exterior, or im missing something and you can use sss for the trasparent part aswell?

-you said you combined displacement with bump, but you also said you had only one detailing layer on zbrush, so what, more or less, is bump, and what is displacement? it would be good to know also how the cavity maps you mentioned works, like negative bump? and you emit hair from the sculpted cavities? that amuses me! i know hairfarm is a unique tool, but i had no opportunity to test it. i know it has also a unique way to “model” the hair, so did you model it and then converted to hair, or you used splines and traditional techniques?

-i notice you have a very simple scene setup for the environment, with a strong light on the viewer’s left, and a weak light on the right, that lights the shaded face of the character, but you didnt use a background to bounce a little light at all? the scene is just the character, camera and 2 lights? and also, when you say “no GI” you talking about GI disabled on vray settings, or just no environment light? because no GI would look like scanline or something lol

-about the texturing, i believe its probably pretty simple, since all the detail is on the displacement map, but i read something like using the sculpted beard to paint the diffuse texture, how did you do that? it would be amazing to see the maps you used, even very small versions of them, as it would also be amazing to see a render of the skin shader without the textures

-and at last, i know its hopeless, and that you don’t want to share your deepest secrets, but would be interesting to know your settings, like gamma correction, vray camera exposure, iso, etc (if you used them, or if you used max exposure system), your lights intensity, and the so wanted skin material settings.

i know, i know, lots of questions, but with your answers, me and many other people would learn so much! you don’t have to answer all of them, but please considering sharing a little more of your big knowledge!

thank you Luc, i wish you the best of luck :slight_smile:

Hey Luc,

Amazing work man. Blows my mind!

You said you use Zbrush layers while creating the pores, to help you make the diffuse? Is this correct?

Could you explain a little bit more about that? Do you have different layers of alpha detail, and then use cavity mask with each layer?

Anyways…

Great work man, your Arnold model is sweet too!

Keep up the amazing work!

-Daniel

www.3dbriggs.com

Hey Bigguns! I’ve started to use hairfarm (although a demo for the time being) but I don’t get it really when comes to applying the hairfarm modifiers to a displaced mesh it all crashes and explodes. So would you please mind sharing the 3ds max stack order? Thanks

I hope you realise your render looks like a photo!!

The blue eyes work the best, V nice :wink:

Bonjour et chapeau bas Big Guns! le rendu humain le plus précis vu à ce jour… superbe. Une question bête sur Vray: la texture de peau (couleur, grains de beauté etc) se place dans Overall color ou bien dans Diffuse color??..le manuel de Vray prête à confusion…pour un bleu comme moi :confused:

OK !!! merci j’ai trouvé la réponse dans tes posts antérieurs. Pardon pour la redondance… :+1:

Wow, this thread is great. I have learned a lot from this one, but I dont get this:)

“My sss2 shader is more complicated since he is blended with a vraymat where I get more control over reflection and backscatter effect”

How do you get more controls for backscatter effect with this method?

thanks

fantastic image, but please post a turnaround.

all the best, and I think when you post some diferent views will be in the top row line.

cheers

victor

it is already toprow… :slight_smile: