Hi all,
I’ll be posting some of my Zbrush art in this sketchbook… I’ll strart with my latest:
(Sculpted in Zbrush, texturing in Mudbox, rendered in Blender/Cycles)
enjoy!
Hi all,
I’ll be posting some of my Zbrush art in this sketchbook… I’ll strart with my latest:
(Sculpted in Zbrush, texturing in Mudbox, rendered in Blender/Cycles)
enjoy!
She looks very promising. I’m eager to see her finished !
Yup, very promising. There’s story behind her face. Great
small_orange_diamond
Here is the final render… I call it “Madness”. Modelling in Zbrush and Blender, Rendered in Cycles. Enjoy!
here is also an exaggerated anatomy study I’ve been tinkering with:
-Rico
here’s a WIP of a girl character I’m doing right now… sculpted in Zbrush, Rendered/Hair in Cycles. enjoy!
Very sweet girl! Can you share your shader setup? It looks really soft and nice.
@Vir Norin thanks man! I’m actually making an in depth “making of” tutorial for this character I’ll be posting it here and on facebook when its done.
Well my tutorial might take some time to finish because its very in depth. So here’s a screenshot of my skin shader… I can upload you more screenshots of shaders, just let me know which ones
Hey thanks for sharing. When I read Cycles, I’m interested as I am just getting into Blender. I love nodes because they are so readable.
Yeah, thanks for nodes. I have only one question about SSS radius. Usually it has numeric input (I personally divide each next value by two, like 1, 0.5, 0.25 for RGB respectively) but in your case the values are driven by color texture. So does it takes a brightness from images and set the amount of blurriness or does it somehow dictates the spectrum of scattering?
PS And what is your lighting setup? Is it just sunlight or there are some fill lights/HDR?
Thanks guys,
@Vir Norin
Yeah man I found that using a texture map is an interesting way to control the radius color-spectrum: so I made my SSS texture
to have darker yellows/blues on the cheeks and around the eyes (to have less scattering), and brighter saturated reds around the nose and
ears for more colored scattering.
afaik it only
controls the spectrum of the scattering, not the blurriness. the SSS part of my setup is based on the one on BlenderArtists in this link:
http://blenderartists.org/forum/showthread.php?348263-In-depth-guides-and-tutorials-for-Blender-Cycles-SSS-and-Hair-BSDF
My lighting is just a basic 3 point setup: key/fill/rim lights, and some very small sun lamps for the eye highlights, plus an HDRi for the eyes reflections only
Looks nice and the skin shader is just gorgeous. It is really good to know that Cycles is capable to do such a great result with skin (this is actually the first rendered skin in Cycles that I like). Mine shaders look like crap… partially because my old PC, but hopefully with your setup I will get better results.
Thanks again.
@Vir Norin
thanks man actually my skin shaders used to suck bad as well, but now every new project I make, I use the previous skin shader and improve it, so little by little the shader gets better every time
btw I love your thread here on ZBC its really amazing. your sculpting skills are very good and your shaders look so awesome as well. keep it up brother!
What a lovely atmosphere!
It looks so warm and cosy -just perfect.
RicoC
The shader is great and believable because I catch myself thinking that I wanna touch her skin and know how does it feel like. I also think that a big part of success is due to good lighting.
And you are too kind, my stuff is quite mediocre and I need to practice more. But thanks for encouraging.
Will be waiting for more detailed “making of” you mentioned before.
Thanks guys Vir Norin yes the making of is coming soon