Gollum
05-03-2004, 05:53 PM
Hi everybody!
Been into 3D for many years but have done very little photorealistic character stuff. That has to change, so I present what basically is my 2nd attempt at a realistic character. He's based off the TV show Babylon 5, Jeffrey Sinclair. Hope that doesn't put him into the "yikes, space stuff, get out of here" category. :)
Anyway, here's the latest render of him.
http://www.gkane.de/temp/jeff_WIP_01.jpg
I'm using LightWave3D, lighting is a basic 3-spot setup, saslite for the hair. I know its fancy to use GI rendering for every little test-rendering these days, but the basic lighting setup gave me satisfying results way faster. I did some CC to the render in Photoshop, nothing major though.
The head uses no texturemaps (except a quick and dirty diffuse map to fake the hair shadow which saslite doesn't do), only my petty attempt at skin shading with a couple procedurals, gradients and a simple vertexcolormap. I intend to create a full set of UV textures for him and spend more time on decent skin shading once I'm happy with the mesh.
I'm still struggling to capture the likeness of the character, you can find pics of the actor in his role here (http://www.teamohare.com/moh/gallery.html). I'd appreciate any pointers and constructive comments, wether its about making him look more like the real deal or wether its about tips to make his shading more realistic or whatever.
Been into 3D for many years but have done very little photorealistic character stuff. That has to change, so I present what basically is my 2nd attempt at a realistic character. He's based off the TV show Babylon 5, Jeffrey Sinclair. Hope that doesn't put him into the "yikes, space stuff, get out of here" category. :)
Anyway, here's the latest render of him.
http://www.gkane.de/temp/jeff_WIP_01.jpg
I'm using LightWave3D, lighting is a basic 3-spot setup, saslite for the hair. I know its fancy to use GI rendering for every little test-rendering these days, but the basic lighting setup gave me satisfying results way faster. I did some CC to the render in Photoshop, nothing major though.
The head uses no texturemaps (except a quick and dirty diffuse map to fake the hair shadow which saslite doesn't do), only my petty attempt at skin shading with a couple procedurals, gradients and a simple vertexcolormap. I intend to create a full set of UV textures for him and spend more time on decent skin shading once I'm happy with the mesh.
I'm still struggling to capture the likeness of the character, you can find pics of the actor in his role here (http://www.teamohare.com/moh/gallery.html). I'd appreciate any pointers and constructive comments, wether its about making him look more like the real deal or wether its about tips to make his shading more realistic or whatever.
