fantastic work, sir.
-r
fantastic work, sir.
-r
Wow, very beautiful
Very Very Very nice!
Nice work bud. Congrats for the top row!
Skin and Hair Looks awesome, can you post some skin shader breakdowns, m currently strugling with vray skin…
Many thanks Pixologic! You guys are the best! Thanks again for the support!
Webhead - Thank you!
Kanga - Thanks you!
Intervain - Thank you madame
julien3d - Thanks man!
HappehLemons - It was rendered with Vray. Thank you!
][-][4Z4R][)) - Cheers!
Mortex - Thanks!
selwy - Hey selwy, thank you! Much appreciated. Yep, I can see that. I went and measured the head and the eye/features placement seem to be correct. I think the hairline is a bit lower than normal.
rasmusW - Thank you sir!
Takai - Thank you!
DaHai - Thank you! Cheers for the first post!
brettSinclair - Thanks buddy!
rohitsingh.bhui - Thank you! I made another post about this, and I’ll share it below:
The maps I’m using are diffuse, displacement and a glossiness mask to control different areas. The diffuse map is used for the scatter color and subsurface color inputs and I’m processing them separately through color correction nodes. The Specular is handled in a separate shader with a GGX spec lobe, and it’s added on top of the SSS. I attached a screen with the shader settings. Hope this helps!
Thanks Man for sharing the settingś, You genius boy…
Nice work.
Congrats for the top row.
This is simply amazing!!
small_orange_diamond:D
Fantastic work. I do wonder if these results can be got from Vray in C4D? What version of Vray are you using, and are you using the skin material, or setting your own material up from multiple SSS2 shaders?
Dan
rohitsingh.bhui - haha, you are welcome
Trurl - Thank you!
Caetano - Thanks!
ZHAOMENGLONG - Cheers !
tez - Thanks! I’m sure that you can do exactly the same thing in C4D. I’ve been using Vray 3.3 for Maya, and the skin shader is composed of one SSS2 (with the settings I posted above). The setup is very simple because I tried to keep everything physically plausible.
Thanks for the info. Iv not seen anything this good come from C4D with Vray, I dont have Vray so cant try it. Could you please show what maps you used to get a idea on the colour, and the lighting setup?
Thanks, Dan
The only rgb texture I’m using is a diffuse map which I’m processing though two color correction nodes that are connected to the scatter color and the subsurface color. It is very similar to this shader that I made for Cycles http://www.undoz.com/blog/2015/9/5/cycles-sss-skin-shader.html, the main difference being that I’m using an overlay function to tint the texture, instead of color correction nodes.
The lighting setup is composed of two area lights, key and rim, plus a hdri for fill.
That’s just jaw-dropping! Technical skill and artistry in equal measure. Bravo!
Amazing work!!! Great job
Thanks for the comments! I’d like to keep this sketchbook thread up to date, so here are some models I’ve been working on since the last post.
This is a game model and costume I designed for EVE. The concept for the suit is based on the planetary exploration theme.
The highpoly was modeled in ZBrush and the textures and variations for the different factions were done using Substance Painter.
This suit was designed for Sleeper body that is connected to the Canopic Vat Module I created a few pages back.
I made this a while ago but I haven’t had the chance to publish it. It was modeled in ZBrush and rendered with Vray
Thanks!
So happy to come back and see that you are still at it and producing amazing work.
Thanks Zicarious! It’s been 10 years of updating this sketchbook. woohoo
Here’s my latest game model and concept design I made for EVE Online.
The high poly model is made in ZBrush. I’ve added a timelapse of the helmet blockout. I hope it loads.
Timelapse: Helmet Blockout gif