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Poker Master

I likes a lot. I need to learn how to add a lot of detail like you have here. Basically, I need more practice.

The hands have 1.7 millions, 2.4 the head and 3 for the cloth.

Thanks all¡

Very Interesting work, I loved this character so much.Great job.

Can you please show us how you made the texture for the shirt? The maya network, did you use mia_x material with preset or? Very nice texture work. Im amazed. Also what kind of lighting setup did you use? Gi and FG?

nothing else to say that…simply amazing! great model and great render (and great hypershade network!!)

amazing work:roll_eyes: can you please tell me the software used for hair?

Congrats on the fullpage print of this in 3DArtist #2 btw.

Is the Diffuse going into Diffuse Weight?

Also the ReflectWeight, what is the reflection ammount you are using?

Would you mind showing the values used in the SSS Shader? Primarily the Subsurface Scattering Layer tab and the Specularity tab if possible. Top notch work!

HI Aberrant.

In this image there are the values for the shader. Hope it helpsfig14.jpg

Attachments

fig14.jpg

dmoratilla Thanks so much! I really appreciate it. I am learning about SSS in Maya right now. This is beautiful work, and thanks again for sharing!

Final questions, did you factor in scale before lighting and doing the SSS? what I mean is, I set my scene units to CM, figure out the real world size (approx) and scale my sculpt to fit. Then I light and do SSS since it is scale dependent.

Was scale factored in? If so about how big was this guy?

Last, what type of lights did you use? Spot, area, directional? And did you use linear decay, quadratic, no decay?

Any final gathering or Global Illumination?

I know its a really time consuming to answer all of these questions, so if its too much work please don’t worry about it. You have already shared so much and I am very thankful.

Great work and wonderful render! Top row stuff here.

How do you achieve the maps for the different skin channels?
And can you tell us something more about the layers rendered and how they’ve been composited?

Thanks!

http://www.mymentalray.com/component/content/43-shaders/72-passthrough-bump-map.html

How did I miss this thread !?
Amazing piece of artwork
You did great job on the render
Conrats

I don´t know the size of the character, I changed all that values and made many tests until I got the desired look.
I used 2 directional and one spot lights with “no decay”, and Final Gather for the render.

Once I finished the Diffuse map, i made variations and versions in photoshop to generate the textures for the other channels.
I rendered the image in different layers. Arms, head, eyes, hair, cloth, etc. And finally merged all together in photoshop.

Thanks¡

Wow, thanks for taking the time to respond and share. You did a great job! I find that because scale is such a big factor in SSS, is set my working units (in my 3D App of choice) to cm or in. whatever makes most sense to you and then I create a box with a real world height so I can scale the character to match. Then I go about my lighting and rendering from there so I can get scale out of the way.

I am hoping that after I do it this way a while I will develop a method or workflow that I can follow. If SSS responds differently with scale and I can get rid of that factor, I can better understand the slots and values assigned.

Awesome work

Great job on your first post and first work using Zbrush! Seeing how you’ve used Maya for the base models and Zbrush for all the details, reshaping, and transposing is impressive. The texture of the character looks fantastic. It combines Zbrush poly painting, Bodypaint, and Photoshop perfectly. The render also looks fantastic. I can see that you’ve used Maya/MentalRay. Also, If you’re looking for some fun aviator game, you should check out Melbet App Bangladesh. It’s an excellent platform for mobile apps Melbet App Bangladesh Apk Download for Android & iOS for Free [2023]. You can play different types of games there and win real money. Keep up the superb work!

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