ZBrushCentral

Vir Norin Sketchbook

Thank you!

Yeah, anatomy rules. As da Vinci said: "He who loves practice without theory is like the sailor who boards ship without a rudder and compass and never knows where he may cast.
And I know what you mean. I also have a tendency to work on numerous projects simultaneously. Right now it is Flora, Antaeus, Nastya (for two different projects), then dragon and goat. I work so hard but since there are so many characters everything goes really slow and most of the time there is nothing to show.

Is there Blender Cycles experts here? Playing with Translucent shader but cannot get rid of noise even with 1000 samples (best seen on the sleeve). This is strange, because regular SSS looks smooth on this settings but I need the Translucent one since my mesh has no thickness.
PS Argh, I tried to make this post not popping out on ZBSee but it still does.

Try messing around with the “Clamp Indirect” value in the render sampling panel. Anything greater than 0 will start removing noise (at the expense of accuracy, of course).

Failing that, you could render the cloth without transparency as a separate pass and overlay it on top of the render in photoshop afterwards. It would have the effect of unifying the pixels (by bringing them closer to the actual cloth colour) which would make the noise less noticable. Similar principle to the clamp function :slight_smile:

Thanks for the feedback.
Yeah, I also tried adjusting both Clump values without big success. Plus it takes down a lot of bright areas which are supposed to be nearly white to show the light coming through. Probably it would be wiser from me to list all the things I already tried to stop confusing people. But judging from your and others replies it appears that composing it in 2D would be the best solution. I was just afraid that I miss something obvious.
Thanks again!

No problem! Rendering is never straightforward! :wink:

You might have tried this already, it’s also worth checking that your transparency & transmission max bounce values in the Light Paths panel are the same as your render samples value. Also try setting the minimum bounces higher (even setting it to same as max) so that the rays don’t terminate too early and contribute to the noise.

Your model is looking great, btw :slight_smile:

You may have tried this…

but under the “Path Tracing” drop down in the “sampling” roll out of the render tab if you change it from “Path Tracing” to “Branched Path Tracing” you can crank up the settings you want and drop down the ones you don’t need.
Also this…http://www.blenderguru.com/articles/7-ways-get-rid-fireflies/

good luck.

Thanks guys!
OK, I will play with settings you proposed here. The way Blender Docs explains sampling is a bit confusing to me so I was always wondering what is the best proportions between max and min bounces. Also I tried using Branched PT a while ago but it made everything rendering more slower. Though again this is mostly because I haven’t enough time to experiment and search for balanced settings. When your PC is a 10 years old dinosaur every test render turns into real headache. I think I will read documentation more carefully and try to implement your suggestions.
Big thanks for replying. Honestly I wasn’t expecting that.

The eternal Problem. Likeness practice. People often say I sculpt the same face all the time. So I picked a model with different type of beauty - wide face, non-typical lips and slightly squarish jaw.
Meh, as it always happens after looking at her for several hours I lose the ability to judge about the result. I hope I am at least in the ballpark. Probably will leave it as is for now since I have lost motivation and have more important stuff to do. But any suggestions will be appreciated.
Thanks!
PS More reference images HERE
aaaa.jpg

She looks very pretty so far!

Thanks a lot! One day I will come back to her and fix problem spots.

Cool progress!
I would say that the top part of the year is too much back ind it looks a little strange, while the top and lower lips lines are too strong, if you are going for a realistic look the lines need to be softer, also the top corners are rounder in the photo.
Don’t be fooled by what looks light and shadow in the pictures, always keep in mind the anatomy of the mouth.

Oh, hello Dario!
Yeah, the ears need more love. As it often happens I add the hair and totally forgot about them.
I always have a tendency to exaggerate forms and introduce slight hard edges like this ridges around the lips, eyes or mentolabial sulcus. Cause when the entire face is soft it just doesn’t look interesting to me. Sure it kills some likeness and gives a sculpt slightly stylized feel. Another reason is that forms with Zbrush materials tend to look harsher, but a lot of it will be soften after adding proper SSS shader. Anyways when I decide to finish this piece I will definitely play more with this transitions. Thanks!!

A small teaser. I will just leave it here.
Almost finished the sculpt and playing with materials in Blender. This is actually decimated model so details are not final. I liked this angles and decided to share with you :o
PS Since the sculpt is done asymmetrically (except the arms and feet) and due to the pose her left boob appears slightly bigger than right now. Gonna fix it later though I visually like it - I always trying to give my character’s breasts individuality.
PPS Never sculpted anime girls before so proportions of the head causing a lot of problems. I see that many artists do their heads quite big and in original drawing she is big-headed too but since I worked on realistic models before I feel a strong desire to scale it down. What do you guys think?


My brain melted… :slight_smile:

Oh, BTW, your reference link doesn’t work :slight_smile:

Why melted? :slight_smile:
And speaking about the link. Yeah, I deleted the image. I thought that since I will not finish her in nearest future it would be better to remove references to not waste people’s time. Though still very grateful to those who replied.

I think you are mastering the body shape and pose in a sublime way.
About the face of your previous post, it’s already a very good start, perhaps the lips and eyes need some refinement compare to the image references. BTW, I’ll be please to have her name or a link to these photos if you don’t mind (eventually in pm). I don’t know the bottom part, but the top part is inspiring :slight_smile:

Ah, thank you so much! Sometimes for me it is hard to understand English idioms.
I agree. After resting for a couple days I now see lots of problem areas. Maybe one day…
This girl is Ukrainian model named Valeria. I don’t know her surname but her main aliases are Kika and Calida. I will send you full body images via PM :wink:

Another attempt to sculpt stylized girl. Still hard to think outside a box - I was doing realistic characters for so long that my brain cannot accept cartoon proportions. And damn, without color and hair they look so alienish. This one is based on drawing and I will post the author’s name in case I manage to make her look good enough. If not, then I will scrap it and move to something else.
222.jpg

looks good to me :slight_smile:

Thank you! Since my perception is so skewed I will rely on people’s opinions. So it is good to know I am on the right path.