ZBrushCentral

Anatomy and render study

great work !

Would love some feedback about how to get this better.

Here is high-res: http://i.imgur.com/eJyXEmJ.jpg

fddffdssdffdsdsf.jpg

stunning results!

compared to his cheeks, the forehead lacks detail
the sss is reaching deeper than it should and is too saturated imho
texture feels uniform, could use some color variation
the skin reflectance could also use more complexity

addressing these issues would imho tone down the ‘waxy look’ and make this thing look more natural.
i would also play with the lighting some more, to catch his facial landmarks a little better

keep it up man

Wow Bukkit, thank you. I am going to go back and revist the anatomy, so I will have a chance to correct all these things. Also can I ask how you go about doing your lighting? It always looks so natural, and it is my worst skill, I’d love some of your insight on it.

This is the final version of this render before I eventually revisit everything:
111.jpg

ye man, no problem

i like to use hdri lighting, often i chose a interior map with strong light source coming from one direction, so it acts like your regular area light, but has a nicer natural looking falloff with color variations.
weirdly i tend to spend a lot of my lighting time in photoshop, montaging multiple hdri panoramas into a custom lighting setup,

but sometimes (ex: for commertial packshots and stuff like that) im using a area lights.
in that case, i often plug in a 32bit texture map into the RectTex (check the Lightsmith Collection examples here : http://www.hdrlabs.com/sibl/archive/)
my favourites are the kinoflo (Fluorescent Tube A) and the softbox A. Window A is also a fine choice in some cases

btw, this should maybe help you with your reflection and glossy maps :

6mgphKZdpYrknVGxIz4QX3OrGpLIB.jpg
horizontal axis : roughness
vertical axis : ref. amount

for more useful info google : ‘weyrich06’ paper

Wow Bukkit that paper was amazing, I learned a ton. I tried to put some of it to good use, but I have a lot more to absorb and work into my techniques.

Here is current state of render. Per advice I redid the lighting and a bunch more stuff.

22.jpg

Some updates:

33.jpg

nice process, i feel the eyes need a little bit of AO in corners.
:+1:

Going to call this final

Whoops wrong version, here is correct:
66.jpg

Attachments

55.jpg

can`t say how amazing this looks :+1:

Looking to standardize all the high-poly render in my portfolio, so trying to come up with an environment for that.

gfgfd.jpg

good job, congratulations:+1:

My warm up sketch from this morning is of my wife, from an old mesh.

2.jpg
gsgf.jpg

wow man!
thx for sharing!

Thanks.

Did some rendering tests in the background while I worked. Long long way to go but much better than the first portrait I did of my wife, which was what set me out wanting to be good at portraits and rendering in the first place.

fdfds.jpg

Nice stuff. The only thing that I see can be improved is the arm, the lower arm looks longer than the upper arm. I like how you did the skin. How long have you been using Zbrush?

Improvements in the shader, slow going. Hair is first try and needs a ton of work. Strands seem too thick and it’s going to need more convincing shading, lighting, and layering/modeling.

242.jpg
243.jpg

nice works you got here!!! I love the last render and the skin details!