View Full Version : Frankenstein
12-11-2004, 12:12 PM
Well I was watching Van helsing , so I decided to model a realistic Frankenstein . Basicly it was just a practice . I will also texture it and make a nice render .
12-11-2004, 12:30 PM
Looks really good, only thing I can say that looks weird is his ear, but it looks somehow... attached.
12-11-2004, 04:58 PM
looking really great , the expression is very frankenstein.
wot sort of polycount is this?
12-11-2004, 08:01 PM
what? no stitches?
12-12-2004, 09:12 AM
I agree about the ear . I have fixed that . The stiches will come with texturing and bump map . THe polycount for only the head withouth smooth is 3000 polygons (quads) . I added some more detailes to the face structure and begin texturing . Here is what I have so far .
12-13-2004, 01:20 AM
cool! it's comming along! nice work so far.
the skin shader lacks depth-- it looks like plastic. i think it could be fixed with a bit of sub surface, and a tweeking of the specular hit. right now everyting just seems too sharp to be skin, i think.
and commong- frankenstein's monster is cool because of all the detail- add some more to him! scar up his skin so that it looks like it was patched from a bunch of different cadavers. if you go to town with the detial, you could make this a really nice model.
either way, it's comming along well. good work /images/graemlins/smile.gif
12-13-2004, 03:19 PM
the veins on his forehead look more like peeling paint right now then veins going through flesh.
overall though, i think it's awesome so far. looks just like boris karloff.
12-27-2004, 08:24 AM
Well here it is . The final render of him . It was nice to test new SSS mental ray skin shader .
and old look
12-29-2004, 08:07 PM
is it worth adding a (1 or 1/2)mm extrusion to the skin geometry with the same texture but at a high alpha to get some pretend depth to the dermius (skin?), the mental ray skin shader might have some propeties like that?
12-30-2004, 12:47 AM
As far as I can tell . It is not worth overlaying another model and add alpha on it . I mean mental ray SSS skin shader has all those properties . YOu have diffrent settings for each layer of skin . Those setings also have the depth and how much it will be translucent . But usualy a good fake is to use raytrace shader and use in diffuse slot a Falloff with color maps . And you can also add map for translucency . I have never actualy achived a good skin with it but it is worth of trying .
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