Getting close. I think breaking up the spec a little more will give the skin a more natural feel. The eyes are what’s killing the realism. If you can make some nice photoreal eyes I think the head is done and you can start thinking about the rest of the body.
i know I’m having such a hard time with the eyes…I I spent so much time on them and still doesn’t look right
If you are using Maya you can do awesome eyes. Here is a link to a 4 part Gnomon tutorial on how to make realistic eyes in Maya.
http://www.thegnomonworkshop.com/store/category.php?page=1
scroll down to the middle of the page and you’ll see them. You’ll have to login to view them.
Hy Vince again. I think you should darken the iris and also for unknown reason eyelids doesn’t cast any shadow on the eyeball , it looks like its under the direct light but at that position it should be darker and have distinguished shadow on it. I think you should check your mesh and see how head mesh interact with eyeball and maybe eyelids not thick enough or may be try to change position of the light or last thing try to use different shader in max for eyeballs, like maybe arc and desgn with high glossyness or try another one maybe it will change the way it reacts to the light according to the position where it is. (strangely I had exact same problem while doing my portfolio renderings) I also recomend try with basic skyline rendering without sss justa to see if the eyes will be affected more natural way by your lights.
Keep working hard.
ALX
another test render…
Hi!
I think you have a problem with your sss parameters or your lights. So it’s too lighthen or your sss is too strong. Everything is blasted out.
First, what you have to do is to set a nice lighthing but keep it simple, 2 light is enought, one 3/4 backto see the effect of the sss in your ear, it’s a good test to see if the sss is right) and one 3/4 front for exemple .
after that done, don’t put map for now, and play with the render . when you see you have a great sss, them add the textures and see what happen. You will surely to tweak some maps, like the epidermal and subdermal, hte fastskin is complex, you must do a LOTS of tests to understand it well and know what parameters of textures to tweak.
Do it, post a render with just the sss, no texture and if you want help on light, post a shot view of your lights. It’s better to use the photometric, don’t know what you use. But with photometric, in max, it’s doing some weird artéfact in a close up view, you have to tweak some paramters of raytracing in the mental ray renderer to get it out.
Entuka, Bonne suite!
The issue I see is that the area surrounding the nose and the skin around the neck’s bottom looks too much like wax. I think you’re not allowing enough light to pass through with the SSS/the pass-through distance being too short, making the entire thing look too far too dense. Also, there seems to be an overall grain to the face. I know it’s not your final render, but you might want to bump up your overall sample rates to try and get rid of some of the un-necessary grain.
Barring that it’s a fantastic piece.
liking your work so far. nice sculpt.
this is the final render…i know there’s stuff that i can fix to make this better but unfortunately I have a deadline i must respect and i can’t afford to spend anymore time on this unless I want just a head to be in my portfolio lol…I can always go back later on to really polish it off some more…thank you everyone for all your comments and critique…without them this wouldn’t look how it does today
Huge improvement on the eyes
yeah this looks nice gj
Nice start , keep working hard !!!
Ubisoft just contacted me that I will be starting my new job as a character modeler as of june 1st!
congratz dude that’s cool, and i can tell you you’ll improve your skills a lot faster in production that in school