very ver very impressive sculping and shader
i want yo sss!!!
Great model and rendering , he looks like a creature from Miyazaki’s film
“princess Mononoke” i mean the forest spirit
jantim
Exelent work, very original model, nice work on render.
cool render
jantim: i’ve been struggling to discover what his character is, but with these new images, i have some ideas. i thought, at first, he was also a bit like a forest spirit, or a fantastical monster, but now, i realize that he’s actually quite a modern monster, and he’ll need some modern clothes, and something contemporary to do. perhaps he’s a journalist…
more images coming soon,
-s
Yes sunit , you are right …why look in the past for monsters !
He could be a sharp dressed lawyer," clothes make the man " as the say:D
I hope to see the rest of his body soon, dressed or not !
jantim
Damn that looks good. What was the render time…?
Great qork, amazing design
what did u use for the SSS shader , is it MR custom shader
keep up the good work
Well you see i am not exactly new to modeling but i just never got the hang of it and well i have no formal art school but i love to model there is one problem i mean i got the hang of zbrush i just need some modeling tips if there is anyone out there that will help me i would searously appreciate it …
I LOVE THIS STUFF!!!
Okay, some more displacement tests. Ongoing
To my surprise, deleting the approximation nodes out of my scene, and just applying the displacement straight to the lo-res obj yielded a faster and nicer result. Here’s it is, compared to the old one:
Old One
New One
Subtle differences, I know, but interesting nonetheless. The first one has a combination of displacement maps and normals maps, with approximation nodes for subdivison. The second one just has the displacement and no approximation nodes. The render for the second is about 8mins (but this is mostly the diffusion talking), while the first goes at about 5mins.
Still working out the chinks. When Turtle releases their new beta this week, I’ll post a review.
Cheers,
Sunit
I think it is a serious improvement.
Let me know how Turtle works out, I’m evaluating Liquid (RIB exporter for Maya) and Aqsis/3Delight/Renderman/RenderDotC for our pipeline.
killer model, quite unique, very nice SSS
…violet blue creature
Pilou
WOW!
Excellent concept, modeling, Z and awesome mr
It strikes that all of those really cool high-level details couldn’t have been there unless they were modeled in one of the normal or disp. maps. For the second render, did you modify the disp map to include all of those details?
Thanks,
Ken
sunit, This is cool! great job! I wish you could do subsurface scatteringin ZBrush
monstermaker
hi sunit…excellent thread and model…fun to watch your experiments!!
I am just basically average joe user who hasn’t had the time yet to get into displacements or normal maps etc in other programs. But hope you can answer a question for the particular program you are using or any other you may have tried this experiment on. yes I know i am too curious for my own good!
Anyway, in this particular program or any others you use, I am curious to how the renderer evaluates the various displacements…by that I mean…i see folks post that they used a displacement map and a normal map and a bump map or any variation of those. My question is how well does the renderer you are using apply those so one does not wipe out detail from the next…if that makes sense…eg does the order of how they are applied matter? etc.
I do not wish to take away or interupt your work with the question but am curious and probably others are too…if you are up to answering and it’s too involved…start another thread so it will not detract from what you are doing here…and please don’t feel you have to explain if you don’t have the time…specially if it is too involved.
Thanks for your time, and sharing your work!
Awesome!!
Really inspiring stuff! This picture is motivating me to learn Zbrush in depth as well…,
Also, to get out the Dark Crystal and labyrinth dvd’s again, and those Brian Froud books, and… well, just to get to work, really
Brilliant stuff, thanks for sharing!
PS: I’m also thinking forest spirit…, a really dark forest…
Thanks!
-Stijn.
hi aminuts,
the three (displacement, normal, bump) rely on two different methods of detailing - when a renderer calculates a surface, each pixel is given a surface normal (eg. a vector/line perpendicular from that pixel) that tells the renderer how to calculate light, shadows, etc. (all the things renderers do that i don’t anything about :)). a bump map will trick the renderer into thinking that the point is pushed in or out along that perpendicular vector (the z-depth to that pixel) without actually displacing the geometry.
a normal map will rotate that vector in all three axes - so you get a lot more information about that pixel. both of these methods though have nothing to do with the geometry. they’re illusions (introduced by Jim Blinn in the late 70’s) so when you look at the silhouettes, you can see the model geometry doesn’t actually change.
displacement mapping, on the other hand, actually moves pixels (and in the process, depending on your displacement type, adds detail to the model). so, at render time, you actually render a much higher res model. there are many different ways of subdividing the geometry to get the fastest and nicest geometry while still retaining the detail - the reyes renderman specification is probably the fastest i’ve used (although i don’t know the specifics) and mental ray these days has some nice spatial subdivision algorithms to make displacement faster than it used to be.
you can also rotate displacement vectors (like the horns for that “dinosaur” cg feature by disney a few years ago), but that’s a whole new area that i don’t yet know much about.
does that answer the question? bump is pretty much a pared down normal map, so those two will conflict unless you’re combining them before feeding them into the normalcamera of your shader (at least this is the way it works in maya…).