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created self portrait
on 11-22-2006 07:57 AM
okay so decided to make a thread for this.
working on the skin shader right now. what a long painful process. going to stop on the shader for now, although not perfect i want to get on the eyes. i still plan on making some adjustments to the model, my mouth area is a little different in real life, its really a tricky area to get right..
current progress.

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, card carrying polycounter,
2,402 Posts,
Join Date Oct 2004,
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created Re: self portrait
on 11-22-2006 08:38 AM
shaders, textures, modeling... All very nice [img]/images/graemlins/smile.gif[/img]
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, polygon,
525 Posts,
Join Date Sep 2006,
Location Irvine California
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created Re: self portrait
on 11-22-2006 09:00 AM
well you have the soulless demonic blank staring eyes pretty much perfect
"to tell you the truth other places were way harsher and ones of maximum rudeness."
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, veteran polycounter,
2,606 Posts,
Join Date Jun 2005,
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created Re: self portrait
on 11-22-2006 09:10 AM
Looks great.
By the way, that seam around the neck is fucking creepy with the realistic rendering. It looks like your head was once detached.
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, veteran polycounter,
3,638 Posts,
Join Date Jul 2005,
Location Texas
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created Re: self portrait
on 11-22-2006 09:53 AM
Looks great, perfect spec. Is that the only advanced material you used or are there some tricky rendering materials going on here? Wires, flats, and a turorial are in order damn it!!! Share the wealth we demand it!! hehe
[ QUOTE ]
It looks like your head was once detached.
[/ QUOTE ]
Slum, I guess you didn't know he was an actor in Total Recall.

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, Polycount.com Editor,
13,966 Posts,
Join Date Oct 2004,
Location Seattle, Wa
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created Re: self portrait
on 11-22-2006 10:20 AM
haha well here is the shader breakdown.. i will post wires when i am done with the model.. i am still working on it..

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, card carrying polycounter,
2,402 Posts,
Join Date Oct 2004,
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created Re: self portrait
on 11-22-2006 11:52 AM
Really nice work!
The shader-breakdown (and result) is really impressive, I must hand it to the MR developers, thatīs one kickass shader. Too bad MR gives me the creeps [img]/images/graemlins/laugh.gif[/img]
Not sure I have any crits, it looks like itīs missing a tad definition (hard to say without photo-refs), but it might very well be how you look [img]/images/graemlins/laugh.gif[/img]
I'm looking for work. Mainly freelance.
I can also juggle the odd cup of coffee.
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, spline,
124 Posts,
Join Date Aug 2005,
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created Re: self portrait
on 11-22-2006 11:53 AM
Damn, Sam! That totally looks like you. The only thing that I can see is the lips look like they are a bit too shiny. Don't remember you wearing that much lip gloss.
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, dedicated polycounter,
1,887 Posts,
Join Date Nov 2005,
Location Las Vegas, NV
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created Re: self portrait
on 11-22-2006 12:09 PM
Wow that is a VERY awesome skin shader ! Thanks for sharing the info also ..can't wait to see more !!!
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, triangle,
381 Posts,
Join Date Mar 2006,
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created Re: self portrait
on 11-22-2006 12:28 PM
wow great work man, Thanks for posting the breakdown too,that's super helpful!
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, triangle,
280 Posts,
Join Date Dec 2005,
Location Austin TX!
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created Re: self portrait
on 11-23-2006 02:39 AM
hmm. i dont get the idea of using the unscattered map correctly.
what does is exactly do and in which case? maybe someone could explain that.
impressive work btw
thx
miguelito
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, spline,
141 Posts,
Join Date Feb 2005,
Location Munich
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created Re: self portrait
on 11-23-2006 03:11 AM
the unscattered map can be thought of as the very top layer of skin. if your caucasian then this would be a grayish yellow color, think undead or zombie. what gives the pinky red undertones come from the blood underneath. for more of an insight on this layer and the shader as whole i suggest this tutorial, its where i learned all the settings and what they do.
http://www.lamrug.org/resources/doc/...n-tutorial.pdf
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, card carrying polycounter,
2,402 Posts,
Join Date Oct 2004,
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created Re: self portrait
on 11-23-2006 03:27 AM
THX arsh. That will help a lot!
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, spline,
141 Posts,
Join Date Feb 2005,
Location Munich
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created Re: self portrait
on 11-23-2006 04:44 AM
Thanx for the tutorial, big chest of knowledge [img]/images/graemlins/smile.gif[/img] Awesome work by the way.
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, line,
54 Posts,
Join Date Nov 2006,
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created Re: self portrait
on 11-23-2006 08:00 AM
Impressive!
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, veteran polycounter,
4,987 Posts,
Join Date Oct 2004,
Location Irvine CA
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created Re: self portrait
on 11-23-2006 10:00 AM
is that an open mouth model?
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, spline,
141 Posts,
Join Date Feb 2005,
Location Munich
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created Re: self portrait
on 11-23-2006 12:45 PM
Let's all demand an SDK and make crazy Arshlevons!
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, polycounter,
1,145 Posts,
Join Date Jul 2005,
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created Re: self portrait
on 11-23-2006 03:00 PM
very nice. Dont forget the depth of view at the end!
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, polygon,
650 Posts,
Join Date Oct 2004,
Location Berlin
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created Re: self portrait
on 11-23-2006 06:32 PM
Hey, thanks a ton for sharing the tutorial. I think this is looking great! From the reference shot you showed in the other thread, I think your ears are shaped very differently. Not really a huge deal, but different peeps have different funky variations to their ears.
... And yours are absolutely loaded with funk. (?)
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, triangle,
465 Posts,
Join Date Oct 2005,
Location New York
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created Re: self portrait
on 11-23-2006 08:21 PM
thanks guys. this is something i have been meaning to finish for a long time. hopefully there will be an update soon.
Miguelito, i am not sure what you mean by open mouth model, his mouth is closed.. but can be opened, if i make a morph target...
ComradeJ, i really try and release my personal work, this will be no different. i do plan on releasing the model and shader when i am done with it. i might have to get a mirror, or down size the maps cause they are 4096 at the moment.
_Shimmer, well i built the model to scale and i am using a camera to render, so there is depth of field going on, the model looks drastically different in an ortho view. i usually work in ortho view, but it didnt look much like me when i used photos to model by, so i built it to scale in inches and feet made a camera, and used that to line up the pictures.
EricElwell, haha yeah i know, but actually ONE of my ears looks like that, my ears are totally different! one of my many nick names in highschool was frankenstein ear boy! hah, i plan on doing an asymmetry pass. i also need to model the holes from where i use to have fatty 2 gauges..
i might take a small break on this, i have been looking at it so much i need a fresh perspective so i might go back try and finish ehte hell chick..
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, card carrying polycounter,
2,402 Posts,
Join Date Oct 2004,
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created Re: self portrait
on 11-23-2006 09:12 PM
mate, you got this all wrong!
Your nose is bigger, ears are longer, you don't have cheekbones,... and where's your beard!
Is that you Johno?
Thanks for the tutorial, the results are great.
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, vertex,
41 Posts,
Join Date Nov 2006,
Location Sydney
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created Re: self portrait
on 11-23-2006 09:22 PM
J O T. That is the coolest avatar ever. And Arsh, fucking brilliant.
-- Smirnoffka
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, polygon,
594 Posts,
Join Date Mar 2006,
Location Australia
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created Re: self portrait
on 11-24-2006 06:42 AM
Yeah i meant that arsh [img]/images/graemlins/smile.gif[/img].
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, spline,
141 Posts,
Join Date Feb 2005,
Location Munich
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created Re: self portrait
on 11-24-2006 08:05 AM
bloody marvelous
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, triangle,
416 Posts,
Join Date Oct 2004,
Location arse end of nowhere
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created Re: self portrait
on 11-24-2006 10:08 PM
thanks dudes.. here is an update. the eye texture is a place holder, just threw something together really quick to get teh shader right, i plan on making it better

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, card carrying polycounter,
2,402 Posts,
Join Date Oct 2004,
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