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#46 | |
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Registered User
Join Date: Dec 2003
Location: bangalore, india
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Quote:
since now i'm extraxcting my normal map from the lowest level or a 2nd level mesh in zbrush and using it again on a lowest level or 2nd level mesh exported from zbrush respectively along with a displacement map.... thanx again...!!! |
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#47 |
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Registered User
Join Date: Dec 2003
Location: bangalore, india
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got this model out of the closet again and did some texturing and shading in maya....texturing is done by mixing the exported color paint as texture from zbrush with some photorefrences in photoshop and then fixed the seams in bodypaint...i'm using MRsss skin shader in maya...so maps used r, a color map in the overall and the epidermal channels, a normal map as bump, a grey scale map for the backscatter weight and a specular map with 2 layers of different specular settings mixing blin shaders on top of the skin shader with mix20 layered shader on a mid level mesh exported from zbrush as i was avoiding the use of displacement map...!!!...cigar texture is till wip, and the tattoo is borrowed from the net...
C&C are kindly welcome.... ![]() ![]() ![]() cheers...!!! |
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#48 |
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Canadian, eh?
Join Date: Jun 2007
Location: Manisnowba
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The model is awesome, 5*. The texturing is good as well, but I think it's got few issues. From the front, I think it looks a little washed out, and a little faded. Also, I personally think the spec is a little too high.
Other than that, awesome.
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Rawr? Looking for work. * http://vimeo.com/27518412 my panhead model, free to use for credited, non-commercial work. https://www.dropbox.com/s/z086qvlg33h42rg/panhead.zip |
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#49 |
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Join Date: May 2005
Location: Roy, Utah
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The face is coming across a little waxy, otherwise its awesome.
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#50 |
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Ive been checking out your wips for a while now and i have to say, amazing work! ;D
I especially like this one, but if there is something that doesn't really fit, its the Tattoo, but I guess you was just playing around with that one. Anyway, keep it up! ^^ |
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#51 |
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Join Date: Sep 2004
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Too much backlight!!!
otherwise though, fantastic work |
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#52 |
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Modeler
Join Date: Feb 2006
Location: Dallas, TX
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oh wow! That is really awesome! I really like the style of the character as well as the sculpting done! Though I think some of the sculpting is lost with the texture. He may be a bit too shiney.
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#53 |
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hey parleee...thanks for ur kind words and critiques!!!...the texture was indeed a bit faded, not that sharped...i tried to sharpen it with this current set of renders...also u r right about the high intesity of specular...
hey AtomAnt...thanks to u too...IMO, because of the little higher specular, the face is looking waxy...i tried to softned that out now!!! hey Yoshi...thanx for ur visit and the kind words!!!...about the tattoo, i wanted some kind of a tribal tattoo, to break the regularity of the big trapezius muscle...still wip...so i may change that too...!!! hey Thrillhouse900...thanx to u too...!!!...backlight has been reduced now...!!! hey Jeremiah_Bigley...thanx for dropping by and ur kind words...!!!...i think the highest level of detail that i got in zbrush is somewhat lost when i'm trying to render with MRsss Skin shader in maya with a normal map bump with the textures due to the soft nature of the shader.... here's a small update with a litle more sharp texture, i've added a very subtle layer of the dirt map generated from zbrush on top of the color map for some sharp details which was looking faded initially...also aded the same map on the subdermal layer.....did some quick procedural texturing also on the cigar...corrected the reflection of the eyes.... C&C are kindly welcome...!!! ![]() ![]() cheers...!!! |
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#54 |
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Mark Clarence
Join Date: Apr 2005
Location: Manchester, UK
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hey dhruvsm...texture on this model is looking much better now, doesn't look as waxy as before, also the light from the cigar makes the model look a lot more complete, keep up the good work!
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#55 |
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Modeler
Join Date: Feb 2006
Location: Dallas, TX
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Ohhhh looking better! But I think the last thing that would really make this scene would be if you had light from the cigar on his face... Like a bright orange. That intence white under the brow line would then be justified... So if it were, instead of a back light make it the light from the cigar...
Then I would have nothing else to say :P |
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#56 |
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Join Date: Nov 2006
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Very awesome. I've been experimenting with using normal maps instead of displacement maps as well. Think I might have some info that will help you get all that detail from the alpha brushes. From what I've found, normal maps are great for getting the larger details and volume, but need help with the smaller details. Here's what you can try:
- Generate a cavity map with Zmapper and plug it into the diffuse value of the SSS shader. You'll probably have to do some tweaking but it should give a little more depth. A cavity map is a must if you use SSS because the shader tends to wash out the details. - Generate something like a 4k (or higher) displacement map from 1 level below the highest level. Use that as your bump map. I find a standard bump works much better for the smaller details + is easy to tweak inside maya. To layer the bump map on top of the normal map you need to create a network like this: ![]() (notice how the normal map goes into the bump map) Problem is when you load the connection editor there is no normal camera node! Don't worry... ![]() Finally, on the last bump node connect the outNormal to the NormalCamera of your SSS shader. Last edited by Crispy4004; 06-12-2007 at 02:21 AM.. |
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#57 |
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I'm here to Learn !!
Join Date: Jan 2006
Location: New Delhi,India
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hey dhruvsm, i love your work, where r u from in india, do u work somewhere ?
im from delhi
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God is in the detail |
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#58 |
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Crazy Man
Join Date: Aug 2003
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i like where you are going with this guy. I think the jaw line could be defined a bit more though.
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#59 |
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Crazy Man
Join Date: Aug 2003
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after seeing it with skin i think the jaw line looks great! your skin is looking really great as well!
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#60 |
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Registered User
Join Date: May 2005
Location: Roy, Utah
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Hi dhruvsm, it seems like your cool colored light is shining through the model from the back. You may have more than one set up which would make sense and if so it isn't a problem. If it is coming through just one cool colored light from behind him you wouldn't see it lighting the lip, nose and eyes like it does. It is as if your model isn't absorbing the light, but letting it pass all the way through to the other side of the model where the lights catch areas to reflect off that they shouldn't.
I hope that made sense, haha. Lemme know if you still don't know what I am talking about. |
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